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  1. >   UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * PendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2242  C++
  2.     UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * PendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2257  C++
  3.     UE4Editor-Engine.dll!UPrimitiveComponent::OnComponentCollisionSettingsChanged() Line 930    C++
  4.     UE4Editor-Engine.dll!AActor::SetActorEnableCollision(bool bNewActorEnableCollision) Line 2991   C++
  5.     UE4Editor-ProjectWa-Win64-DebugGame.dll!UCombatComponent::ProcessDamage(const FDamageData & DamageData) Line 349    C++
  6.     UE4Editor-ProjectWa-Win64-DebugGame.dll!UCombatComponent::QueueDamage(const FDamageData & DamageData) Line 715  C++
  7.     UE4Editor-ProjectWa-Win64-DebugGame.dll!AEnemyCharacterBase::TakeDamageWithStatusEffects(float DamageAmount, TSubclassOf<UDamageType> DamageType, AController * EventInstigator, AActor * DamageCauser, float Force, TArray<UStatusEffect *,FDefaultAllocator> StatusEffects) Line 228  C++
  8.     UE4Editor-ProjectWa-Win64-DebugGame.dll!AWeaponBase::ProcessDamage(AActor * OtherActor, APawn * OwnerPawn, const bool bIsProjectile) Line 148   C++
  9.     UE4Editor-ProjectWa-Win64-DebugGame.dll!AWeaponBase::OnDamageAreaBeginOverlap(AActor * OtherActor, UPrimitiveComponent * OtherComp, int OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult) Line 89    C++
  10.     UE4Editor-ProjectWa-Win64-DebugGame.dll!AWeaponBase::execOnDamageAreaBeginOverlap(FFrame & Stack, void * const Z_Param__Result) Line 49 C++
  11.     UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4125  C++
  12.     UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1019   C++
  13.     UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 520 C++
  14.     UE4Editor-Engine.dll!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>(void * Parameters) Line 459    C++
  15.     UE4Editor-Engine.dll!FComponentBeginOverlapSignature_DelegateWrapper(const TMulticastScriptDelegate<FWeakObjectPtr> & ComponentBeginOverlapSignature, AActor * OtherActor, UPrimitiveComponent * OtherComp, int OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult) Line 96    C++
  16.     UE4Editor-Engine.dll!UPrimitiveComponent::BeginComponentOverlap(const FOverlapInfo & OtherOverlap, bool bDoNotifies) Line 1905  C++
  17.     UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * PendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2224  C++
  18.     UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * PendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2257  C++
  19.     UE4Editor-Engine.dll!USceneComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * PendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 1875  C++
  20.     UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * PendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2257  C++
  21.     UE4Editor-Engine.dll!USkeletalMeshComponent::PostAnimEvaluation(FAnimationEvaluationContext & EvaluationContext) Line 1192  C++
  22.     UE4Editor-Engine.dll!USkeletalMeshComponent::CompleteParallelAnimationEvaluation(bool bDoPostAnimEvaluation) Line 1208  C++
  23.     UE4Editor-Engine.dll!FParallelAnimationCompletionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 96  C++
  24.     UE4Editor-Engine.dll!TGraphTask<FParallelAnimationCompletionTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 753   C++
  25.     UE4Editor-Core.dll!FTaskThread::ProcessTasks(int QueueIndex, bool bAllowStall) Line 430 C++
  26.     UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 273  C++
  27.     UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,FDefaultAllocator> > & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 991  C++
  28.     UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes(const TRefCountPtr<FGraphEvent> & Task, ENamedThreads::Type CurrentThreadIfKnown) Line 192 C++
  29.     UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 232   C++
  30.     UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 643  C++
  31.     UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 697    C++
  32.     UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1181    C++
  33.     UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1339    C++
  34.     UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 366   C++
  35.     UE4Editor.exe!FEngineLoop::Tick() Line 2355 C++
  36.     UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142   C++
  37.     UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189   C++
  38.     [External Code]
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