#pragma once #include "Object.h" class AActor : public UObject { public: struct FTransform GetTransform(); AActor* GetOwner(); struct FVector GetActorLocation(); struct FVector GetActorRightVector(); void K2_DestroyActor(); class UActorComponent* GetComponentByClass(class UClass* ComponentClass); float GetDistanceTo(AActor* OtherActor); struct FRotator GetActorRotation(); void FlushNetDormancy(); bool TeleportTo(const FVector& DestLocation, const FRotator& DestRotation); bool IsActorBeingDestroyed(); bool IsNetStartup(); bool IsAlwaysRelevant(); bool UsesOwnerRelevancy(); bool IsOnlyRelevantToOwner(); bool CanBeDamaged(); void SetCanBeDamaged(bool NewValue); void SetOwner(AActor* Owner); void ForceNetUpdate(); static class UClass* StaticClass(); };