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UTBLSystemLibrary

#include <TBLSystemLibrary.h>

Inherits from UBlueprintFunctionLibrary

Public Functions

Name
void AddClosedCaptionLine([[FText]] OriginString, [[FText]] ChatString, AActor * OriginatingActor, [[EClosedCaptionType]] Type, UObject * WorldContextObject, bool IgnoreDistance)
bool AddTagsToActor(AActor * Actor, TArray< FName > Tags, UObject * WorldContextObject)
bool AreHardwarePlatformsFromTheSameFirstParty([[EHardwarePlatform]] A, [[EHardwarePlatform]] B)
void AtlasCharacterTextures(ACharacter * Character)
USceneComponent * AttachComponentFromSCS(UClass * Class, AActor * TargetActor, USceneComponent * TargetComponent, FName ComponentName)
void AwardOverrideScoreToPlayer(FName RowName, int32 Score, ATBLPlayerState * Player, ATBLPlayerState * OtherPlayer)
void AwardScoreToPlayers(UObject * WorldContextObject, TArray< ATBLPlayerState * > PlayerStates, FName RowName, [[EOnlineStat]] Stat)
void BeginProfilerStat(const FProfilerStat & ProfilerStat)
bool BlueprintOnlineUserEquals(const FBlueprintOnlineUser & A, const FBlueprintOnlineUser & B)
void BreakCanvasIcon(FCanvasIcon Icon, UTexture *& Texture, float & U, float & V, float & UL, float & VL)
bool CanCharacterSubclassUsePrimaryWeapon(TSubclassOf< ATBLCharacter > CharacterSubclass, TSubclassOf< AInventoryItem > PrimaryWeapon)
void CancelAllLatentActionsForObject(UObject * Object)
void ClearCharacterRuntimeAssetCache()
AActor * CreateSoundActor(AActor * ReferenceActor, FVector OffsetLocation)
UStatsComponent * CreateStatsComponent(AActor * Actor)
void DestroyActorComponent(UActorComponent * Component)
void DisableComponentsOnBotClient(AActor * Actor)
void DisableComponentsOnServer(AActor * Actor, int32 DisableFlags)
void DoKeyAxis(AActor * Actor, FName ActionName, float AxisValue)
void DoKeyEvent(AActor * Actor, FName ActionName, TEnumAsByte< EInputEvent > KeyEvent)
bool DoesActorHaveInventoryItem(AActor * Actor, TSubclassOf< AInventoryItem > InventoryItem, bool bCanBeChildOf)
void DumpPlayers(UWorld * World)
void EndProfilerStat(const FProfilerStat & ProfilerStat)
UClass * FindBlueprintClass(const FString & BlueprintName, UClass * ParentClass)
void ForcePlayerDropCarryable(ATBLCharacter * Character, TSubclassOf< AInventoryItem > InventoryType)
void ForcePlayersDropCarryable(UObject * WorldContextObject, [[EFaction]] Faction, TSubclassOf< AInventoryItem > InventoryType)
void ForceUpdateChildTransforms(USceneComponent * Component)
TArray< FGameModeMessage > FormatGameModeMessages(TArray< FGameModeMessageTable > Messages)
void FrameDelay(UObject * WorldContextObject, int32 NumFramesToDelay, FLatentActionInfo LatentInfo)
FLinearColor GammaCorrectLinearColor(FLinearColor LinCol, float Gamma)
FString GenerateHashName(const FString & StringToHash, [[ENameType]] NameType)
FString GenerateRandomName([[ENameType]] NameType)
UAbilitiesComponent * GetAbilitiesComponent(AActor * Actor)
UAbilityConfig * GetAbilityConfig(UObject * WorldContextObject)
bool GetAbilityConfigLoaded(UObject * WorldContextObject)
[[FText]] GetActionBindingTextForInventorySlot([[EInventoryItemSlot]] InventoryItemSlot, UObject * WorldContextObject, FInputActionKeyMapping & ActionMapping)
AInventoryItem * GetActorAttackingWeapon(const AActor * Actor)
UActorComponent * GetActorComponent(AActor * Actor, TSubclassOf< UActorComponent > Class)
UActorComponent * GetActorComponentWithTag(AActor * Actor, FName Tag)
AInventoryItem * GetActorEquippedWeapon(const AActor * Actor)
AInventoryItem * GetActorEquippedWeaponByState(const AActor * Actor, [[EEquippedState]] EquippedState)
[[EFaction]] GetActorFaction(const AActor * Actor)
void GetActorMaterials(AActor * Actor, TArray< UPrimitiveComponent * > & OutComponents, TArray< UMaterialInstanceDynamic * > & OutMaterials)
ATBLTeam * GetActorTeam(AActor * Actor)
TArray< AActor * > GetActorsWithTag(const FName & Tag, UObject * WorldContextObject)
void GetActorsWithTagClassSpecifier(FName Tag, TSubclassOf< AActor > ActorClass, const UObject * WorldContextObject, TArray< AActor * > & OutActors)
TArray< AActor * > GetAllActorsWithComponents(const TArray< TSubclassOf< UActorComponent >> & ComponentClasses, UObject * WorldContextObject)
TArray< AActor * > GetAllActorsWithComponentsWithExclusions(const TArray< TSubclassOf< UActorComponent >> & ComponentClasses, const TArray< TSubclassOf< UActorComponent >> & ExcludeComponentClasses, const TArray< TSubclassOf< AActor >> & OptionalActorClasses, UObject * WorldContextObject)
void GetAllActorsWithTag(const UObject * WorldContextObject, FName Tag, TArray< AActor * > & OutActors)
TArray< ATBLCharacter * > GetAllCharactersFromFaction(UObject * WorldContextObject, [[EFaction]] Faction)
TArray< UActorComponent * > GetAllComponentsFromClass(TSubclassOf< AActor > ActorClass)
TArray< FString > GetAllFrontendMovieURLs()
void GetAllMapNames_EditorOnly(TArray< FString > & MapNames)
TArray< FString > GetAllNames([[ENameType]] NameType)
void GetAllTeamsPlayersWithExclusion(UObject * WorldContextObject, TArray< [[EFaction]] > ExcludeFactions, TArray< ATBLTeam * > & IncludedTeams, TArray< AController * > & IncludedPlayers)
AAlwaysOnMusicManager * GetAlwaysOnMusicManager(UObject * WorldContextObject)
TArray< AActor * > GetAttachedActors(AActor * Actor)
[[EFaction]] GetAttackingFaction(const UObject * WorldContextObject)
[[EBuildFinality]] GetBuildFinality()
FString GetBuildNumber()
TSubclassOf< ATBLCharacter > GetCharacterClassFromSubclass(TSubclassOf< ATBLCharacter > Subclass)
TEnumAsByte< [[EAudioClassType::Type]] > GetCharacterClassType(AActor * Actor)
TSubclassOf< ATBLCharacter > GetCharacterSubclassForPrimaryWeapon(TSubclassOf< ATBLCharacter > CharacterClass, TSubclassOf< AInventoryItem > PrimaryWeapon)
TArray< TSubclassOf< ATBLCharacter > > GetCharacterSubclasses(TSubclassOf< ATBLCharacter > ParentClass)
TArray< ATBLCharacter * > GetCharactersFromFactions(UObject * WorldContextObject, TArray< [[EFaction]] > Factions, bool AllowBots, bool AllowNPCs)
FString GetClassPathName(const UClass * InClass)
UConditionsComponent * GetConditionsComponent(AActor * Actor)
UContextVOManager * GetContextVoObject(const UObject * WorldContextObject)
TArray< AController * > GetControllersFromFaction(UObject * WorldContextObject, [[EFaction]] Faction)
[[ECrowdControlDirection]] GetCrowdControlDirection(FName Direction)
FString GetCurrencyIdCrowns()
FString GetCurrencyIdGold()
FString GetCurrencyIdReal()
FString GetCurrentServerNameString(UObject * WorldContextObject)
bool GetCustomPersonalityEmoteOverride(FPersonalityEmoteTableRow Emote, TEnumAsByte< [[EAudioPersonalityType::Type]] > PersonalityType, FPersonalityEmoteTableRow & OutRow)
TArray< FCustomPersonalityEmotesTableRow > GetCustomPersonalityEmotes()
UCustomizationComponent * GetCustomizationComponent(AActor * Actor)
[[FText]] GetDamageSourceDisplayName(const UDamageSource * DamageSource)
UTexture * GetDamageSourceIconTexture(const UDamageSource * DamageSource)
FName GetDamageSourceName(const UDamageSource * DamageSource)
FDateTime GetDateTime(const FReplicatedDateTime & ReplDateTime)
ATBLCharacter * GetDefaultCharacterFromCharacterClass(TSubclassOf< ATBLCharacter > CharacterClass)
AInventoryItem * GetDefaultInventoryItemObject(TSubclassOf< AInventoryItem > InventoryItemClass)
UObject * GetDefaultObjectFromStringReference(const FSoftObjectPath & StringReference)
[[EFaction]] GetDefendingFaction(const UObject * WorldContextObject)
FString GetDemoPlayerName(UObject * WorldContextObject)
FString GetDemoServer(UObject * WorldContextObject)
int32 GetDemoTeam(UObject * WorldContextObject)
UTBLDialogManager * GetDialogManager(UObject * WorldContextObject)
void GetDisplayInfoFromCharacterClass(TSubclassOf< ATBLCharacter > CharacterClass, FCharacterDisplayInfo & DisplayInfo)
FString GetFriendDisplayName(const FBlueprintOnlineUser & InFriend)
FString GetFriendUserId(const FBlueprintOnlineUser & InFriend)
FString GetFullBuildVersionString()
TArray< FGameModeMessageTable > GetGameModeMessageRows(UDataTable * GameModeMessageDataTable, TArray< FString > EventTags)
FString GetGameModeNameString(UObject * WorldContextObject)
FName GetHitDirectionName(AActor * HitActor, FVector HitDirection)
UTexture2D * GetIconFromCharacterClass(TSubclassOf< ATBLCharacter > CharacterClass)
[[FText]] GetInventorySlotTextFromEnum([[EInventorySlot]] InventorySlotType)
AActor * GetKilledActor(const FDeathDamageTakenEvent & Event)
float GetLastServerReceivePacketTime(UObject * WorldContextObject)
ALevelScriptActor * GetLevelScriptActor(UObject * WorldContextObject)
ULoadoutSelection * GetLoadoutSelectionDefaultObj(TSubclassOf< ULoadoutSelection > LoadoutSelectionClass)
[[FText]] GetLocalizedCharacterClassText([[ECharacterClass]] CharacterClass)
bool GetLocalizedGameModeFromMapString(const FString & MapNameString, [[FText]] & LongForm, [[FText]] & ShortForm)
[[FText]] GetLocalizedGameModeTypeText(TEnumAsByte< [[EGameModeType::Type]] > GamemodeType)
[[FText]] GetLocalizedItemLevelTypeText([[EOnlineStat]] ItemLevelType)
[[FText]] GetLocalizedMapName(const FString & MapNameString, FString & MapNameKey)
[[FText]] GetLocalizedTextFromItemUnlock(TEnumAsByte< [[EOnlineItemUnlockType::Type]] > ItemUnlockType)
[[FText]] GetLocalizedWeaponTagText([[EWeaponTag]] WeaponTag)
FString GetMapNameString(UObject * WorldContextObject)
UTBLMapSummary * GetMapSummary(UObject * WorldContextObject, const FString & MapFileNameWithOptions, bool bCheckGameInstance)
float GetMaxFloat()
int32 GetMaxPlayersForServer(UObject * WorldContextObject)
UMovementComponent * GetMovementComponent(AActor * Actor)
UMovementModifierComponent * GetMovementModifierComponent(AActor * Actor)
bool GetNDASigned(UObject * WorldContextObject)
[[FText]] GetNameFromCharacterClass(TSubclassOf< ATBLCharacter > CharacterClass)
float GetNegativeMaxFloat()
FVector GetNegativeMaxFloatVector()
FTeamDisplayInfo GetNeutralTeamDisplayInfo(UObject * WorldContextObject)
int32 GetNumPlayers(UObject * WorldContextObject, bool IncludeBots, bool IncludeNPCs)
[[FText]] GetObjectiveScoreTextFromEnum(TEnumAsByte< [[EObjectivePointCategory::Type]] > ObjPointCat)
int32 GetOnlineStatBattlecries(ATBLPlayerState * PlayerState)
int32 GetOnlineStatCommendations(ATBLPlayerState * PlayerState)
[[EOnlineStat]] GetOnlineStatFromCharacterClass([[ECharacterClass]] CharacterClass)
[[EOnlineStat]] GetOnlineStatFromWeaponTag([[EWeaponTag]] WeaponTag)
int32 GetOnlineStatSubClassDeaths(ATBLPlayerState * PlayerState, [[ECharacterClass]] CharacterClass)
int32 GetOnlineStatSubClassKills(ATBLPlayerState * PlayerState, [[ECharacterClass]] CharacterClass)
int32 GetOnlineStatSubClassPlaytime(ATBLPlayerState * PlayerState, [[ECharacterClass]] CharacterClass)
int32 GetOnlineStatSubClassTakedowns(ATBLPlayerState * PlayerState, [[ECharacterClass]] CharacterClass)
int32 GetOnlineStatWeaponDeaths(ATBLPlayerState * PlayerState, [[EWeaponTag]] Weapon)
int32 GetOnlineStatWeaponKills(ATBLPlayerState * PlayerState, [[EWeaponTag]] Weapon)
int32 GetOnlineStatWeaponTakedowns(ATBLPlayerState * State, [[EWeaponTag]] WeaponTag)
[[EFaction]] GetOppositeFaction(const UObject * WorldContextObject, [[EFaction]] Faction)
ATBLTeam * GetOppositeTeam(UObject * WorldContextObject, ATBLTeam * Team)
TArray< FPersonalityEmoteTableRow > GetPersonalityEmotes()
FactionNumbers GetPlayerCountsFromFaction(UObject * WorldContextObject, [[EFaction]] Faction)
FString GetPlayerDebugName(APlayerState * PlayerState)
ATBLPlayerState * GetPlayerStateFromUniqueNetId(UObject * WorldContextObject, const [[FUniqueNetIdRepl]] & UniqueId)
TArray< ATBLPlayerState * > GetPlayerStates(UObject * WorldContextObject)
TArray< ATBLPlayerState * > GetPlayerStatesFromFaction(UObject * WorldContextObject, [[EFaction]] Faction)
TArray< AController * > GetPlayersFromFactions(UObject * WorldContextObject, TArray< [[EFaction]] > Factions, bool AllowBots, bool AllowNPCs)
AActor * GetPossessorActor(AActor * Actor)
TArray< FGameModeMessageTable > GetScoredStageGameModeMessageRows(UDataTable * GameModeMessageDataTable, int32 StageNum, int32 NewScore, int32 LastScore)
FVector GetScreenPositionForActor(APlayerController * PlayerController, AActor * Actor, const FVector & RelativeLocation, bool bUseActorBoundsOrigin)
FVector GetScreenPositionForLocation(APlayerController * PlayerController, const FVector & Location)
float GetServerTimeoutTime(UObject * WorldContextObject)
bool GetShowBigNotification(UObject * WorldContextObject)
UFont * GetSmallFont()
UStaticMeshComponent * GetStaticMeshComponent(AActor * Actor)
UStatsComponent * GetStatsComponent(AActor * Actor)
ATBLCharacter * GetTBLCharacter(APawn * Pawn)
ATBLCharacter * GetTBLCharacterFromController(const AController * Controller)
ATBLGameMode * GetTBLGameMode(UObject * WorldContextObject)
ATBLGameState * GetTBLGameState(UObject * WorldContextObject)
UTBLGameUserSettings * GetTBLGameUserSettings()
ATBLLevelScriptActor * GetTBLLevelScriptActor(UObject * WorldContextObject, bool & bIsValid)
ATBLTeam * GetTeamFromFaction(UObject * WorldContextObject, [[EFaction]] Faction)
TArray< ATBLTeam * > GetTeamsFromFactions(UObject * WorldContextObject, TArray< [[EFaction]] > Factions)
[[FText]] GetTextFromNamespace(const FString & Namespace, const FString & Key)
float GetTimeSeconds(AActor * Actor)
UFont * GetTinyFont()
int32 GetTotalPlayerCount(UObject * WorldContextObject)
FString GetUnlocalizedGameModeFromMapString(const FString & MapNameString)
TEnumAsByte< [[ETBLWorldType::Type]] > GetWorldType(UObject * WorldContextObject)
bool HasActorBegunPlay(AActor * Actor)
bool HasRole(AActor * Actor, int32 Role)
void InterpolateFloatOverTime(UObject * WorldContextObject, float StartValue, float EndValue, float Duration, bool bEaseOut, bool bEaseIn, float EasingExp, UCurveFloat * Curve, FInterpolatorFloatUpdated UpdateDelegate, TEnumAsByte< [[EInterpolateOverTimeAction::Type]] > InterpolateAction, FLatentActionInfo LatentInfo, bool bCallUpdatesParams)
void InterpolateVectorOverTime(UObject * WorldContextObject, FVector StartValue, FVector EndValue, float Duration, bool bEaseOut, bool bEaseIn, float EasingExp, UCurveFloat * Curve, FInterpolatorVectorUpdated UpdateDelegate, TEnumAsByte< [[EInterpolateOverTimeAction::Type]] > InterpolateAction, FLatentActionInfo LatentInfo, bool bCallUpdatesParams)
bool IsAttackingFaction(const UObject * WorldContextObject, [[EFaction]] Faction)
bool IsAutomationTesting()
bool IsBot(AActor * Actor)
bool IsControllerMounted(AController * Controller, TSubclassOf< ASiegeEngine > SiegeEngineClass)
bool IsDamageExemptFromTeamDamage(AActor * DamageCauser, UDamageSource * DamageSource)
bool IsDefendingFaction(const UObject * WorldContextObject, [[EFaction]] Faction)
bool IsDemoMode(const UObject * WorldContextObject)
bool IsFirstMainMenuLoad()
bool IsMergedMaterial(ACharacter * Character)
bool IsMergedMesh(ACharacter * Character)
bool IsNonSpecificTeamFaction([[EFaction]] Faction)
bool IsOfficialServer()
bool IsPartOfFaction([[EFaction]] Target, [[EFaction]] Other)
bool IsRangedOrThrownAttack(FName AttackName)
bool IsRangedWeapon(AInventoryItem * Weapon)
bool IsRunningAutomatedTesting(UObject * WorldContextObject)
bool IsSimulatingInEditor()
bool IsSoundEnabled(UObject * WorldContextObject)
bool IsSpecificTeamFaction([[EFaction]] Faction)
bool IsSteamInitialized()
bool IsThrownImpactSoundDebugEnabled(UObject * WorldContextObject)
bool IsTutorial(UObject * WorldContextObject)
bool IsValidClassID(const TSoftClassPtr< UTBLScreenWidget > & ClassID)
bool IsValidHorseServer(UObject * WorldContextObject)
bool IsValidUser(const FBlueprintOnlineUser & InUser)
bool IsWindowsOSSInitialized()
void LevelBlueprintEvent(UObject * WorldContextObject, FName EventName)
TScriptInterface< IStageInterface > LevelBlueprintGetFirstStage(UObject * WorldContextObject)
UClass * LoadSoftClassSynchronously(TSoftClassPtr< UObject > SoftClassRef, UObject * WorldContextObject)
UObject * LoadSoftObjectSynchronously(TSoftObjectPtr< UObject > SoftObjectRef, UObject * WorldContextObject)
FDamageTakenEvent MakeDamageTakenEvent(float InDamage, UDamageSource * InDamageSource, AActor * InDamageCauser, AActor * InDamageTaker, AActor * InDamageInstigator, bool InbKillingBlow, bool InbSuicide, bool InbEnteredKillVolume, [[FHitResult]] InHitResult, UAbilitySpec * InAbilitySpec, FVector_NetQuantizeNormal InHitDirection, FName InDamageTakerCombatState, AInventoryItem * InInventoryItem, AActor * InProjectile, FName InAttackName)
FGoreEvent MakeGoreEvent(FName InBoneName, [[EHeadGoreAction]] InHeadGoreAction, [[ELimbGoreAction]] InLimbGoreAction, FVector InImpulse, bool bInSpawnedItem, bool bKillingBlow)
void MarkReplicationDirty(const TScriptInterface< IReplicatedSubobjectInterface > & ReplicatedSubobject)
void PlayDemo(const FString & DemoName, UObject * WorldContextObject)
int32 PlaySoundAtLocation(UAkAudioEvent * SoundEvent, const FVector & Location, const FRotator & Rotation, UObject * WorldContextObject, bool bPrintEvents)
int32 PlaySoundAtLocationWithParams(UAkAudioEvent * SoundEvent, const FVector & Location, const FRotator & Rotation, const TArray< FSoundStateEntry > & States, const TArray< FSoundRTPCEntry > & RtpcValues, UObject * WorldContextObject, bool bPrintEvents)
UAkComponent * PlaySoundOnActor(UAkAudioEvent * SoundEvent, AActor * Actor, FName AttachSocket, bool bPrintEvents)
UAkComponent * PlaySoundOnActorWithParams(UAkAudioEvent * SoundEvent, AActor * Actor, FName AttachSocket, const TArray< FSoundSwitchEntry > & Switches, const TArray< FSoundRTPCEntry > & RtpcValues, bool bPrintEvents)
FString RemovePiePrefixFromMapName(const FString & MapNameString)
void RemovePlayersInPartiesFromPlayerStateArray(TArray< ATBLPlayerState * > & PlayerStates)
void RemovePlayersWhoAreDeadFromPlayerStateArray(TArray< ATBLPlayerState * > & PlayerStates)
void RemoveTagFromActor(AActor * Actor, FName Tag, UObject * WorldContextObject)
void RemoveTagFromAllActors(FName Tag, UObject * WorldContextObject)
void RenameComponentToStableName(UActorComponent * Component, const FString & NamePrefix, int32 ComponentId)
FReplicatedDateTime ReplicatedDateTime(const FDateTime & ReplDateTime)
void SetActorComponentCanAffectNavigation(UActorComponent * Component, bool bCanAffectNavigation)
void SetAlwaysOnMusicManagerState(UObject * WorldContextObject, [[EAlwaysOnMusicState]] NewState)
void SetComponentsEnabled(AActor * Actor, int32 ComponentFlags, bool bEnabled)
void SetNDASigned(bool NDASigned, UObject * WorldContextObject)
FTimerHandle SetNonResettingTimer(UObject * WorldContextObject, float Time, bool Looping, FBlueprintNonResettingTimeExpired Event)
void SetShowBigNotification(UObject * WorldContextObject)
void SetupBlueprintVolumeSubclassBrushInConstructionScript(AVolume * Volume)
void SetupCubeBrushInConstructionScript(AVolume * Volume)
bool ShouldBuildShowWIP()
bool ShouldUseLegacyFXSoundFunction(UObject * WorldContextObject)
bool ShouldUseOpenLoadout(UObject * WorldContextObject)
bool ShouldUsePIEJoinGameFlow(UObject * WorldContextObject)
void SortActorArray(TArray< AActor * > InActors, FActorSortDelegate SortDelegate, UObject * BoolContainer, FName BoolPropertyName, TArray< AActor * > & OutActors)
TArray< FGameModeMessage > SortGameModeMessagesByPriority(TArray< FGameModeMessage > GameModeMessages)
TArray< ATBLPlayerState * > SortPlayerStateArrayByPlayerKills(TArray< ATBLPlayerState * > PlayerStates)
TArray< ATBLPlayerState * > SortPlayerStateArrayByPlayerScore(TArray< ATBLPlayerState * > PlayerStates)
TArray< ATBLPlayerState * > SortPlayerStateArrayByPlayerScoreNoMatchBonus(TArray< ATBLPlayerState * > PlayerStates)
TArray< ATBLPlayerState * > SortPlayerStateArrayByRecentlyJoined(TArray< ATBLPlayerState * > PlayerStates)
TArray< ATBLTeam * > SortTeamArrayByScore(TArray< ATBLTeam * > Teams)
TArray< ATBLTeam * > SortTeamArrayByTickets(TArray< ATBLTeam * > Teams)
AInventoryItem * SpawnAndDropInventoryItem(UObject * WorldContextObject, TSubclassOf< AInventoryItem > InventoryItemClass, FTransform SpawnTransform, FDropItemParams DropParams, FVector Impulse)
void StopSoundById(int32 PlayingID)
void TBLApplyDamage(AActor * DamagedActor, float Amount, UDamageSource * DamageSource, AActor * DamageCauser, AInventoryItem * InventoryItem, bool bOverrideImpactPoint, FVector ImpactPointOverride, AActor * DamageInstigator, bool CheckForValidDamageSource)
void TBLSetEquippedItemsOnFire(AActor * Actor, float Amount, UDamageSource * DamageSource)
UTBLSystemLibrary()
void UpdateActorsTags(AActor * Actor, TArray< FName > Tags, UObject * WorldContextObject)
bool WasRecentlyRenderedOnScreen(AActor * InActor, float InTolerance)

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