1. Widget
    1. User Widget
      1. APlayerController* GetOwningPlayer<T>()
        1. If PlayerContext is valid, return PlayerContext.GetPlayerController()
      2. ULocalPlayer* GetOwningLocalPlayer<T>()
        1. If PlayerContext is valid, return PlayerContext.GetLocalPlayer()
      3. GetOwningPlayerPawn<T>()
        1. If GetOwningPlayer() is valid, return GetOwningPlayer()->GetPawn()
      4. APawn* GetOwningPlayerPawn()
      5. GetOwningPlayerState<T>()
        1. if GetOwningPlayer() is valid, return GetOwningPlayer()->PlayerState
      6. GetOwningPlayerCameraManager<T>()
        1. If GetOwningPlayer() is valid, return GetOwningPlayer()->PlayerCameraManager
      7. APlayerCameraManager* GetOwningPlayerCameraManager()
      8. FLocalPlayerContext PlayerContext
    2. GetGameInstance<T>()
      1. If GetWorld() is valid, return GetWorld()->GetGameInstance()
    3. UGameInstance* GetGameInstance()
    4. GetOwningPlayer<T>()
    5. APlayerController* GetOwningPlayer()
    6. GetOwningLocalPlayer<T>()
    7. ULocalPlayer* GetOwningLocalPlayer()
  2. Actor
    1. GetInstigator<T>()
    2. APawn* GetInstigator()
      1. Instigator
    3. GetInstigatorController<T>()
      1. If Instigator exists, return Instigator->Controller
    4. AController* GetInstigatorController()
    5. Controller
      1. Player Controller
        1. APlayerCameraManager* PlayerCameraManager
        2. TSubclassOf<APlayerCameraManager> PlayerCameraManagerClass
        3. GetHUD()
      2. AI Controller
        1. GetActionsComp()
          1. UPawnActionsComponent* ActionsComp
        2. UAIPerceptionComponent* GetAIPerceptionComponent()
          1. PerceptionComponent
        3. UPathFollowingComponent* GetPathFollowingComponent()
          1. PathFollowingComponent
        4. UBrainComponent* GetBrainComponent()
          1. BrainComponent
        5. UBlackboardComponent* GetBlackboardComponent()
          1. UBlackboardComponent* Blackboard
      3. GetPlayerState<T>()
        1. PlayerState
      4. GetPawn<T>()
        1. Pawn
      5. K2_GetPawn()
      6. GetCharacter()
        1. Character
    6. AInfo
      1. APlayerState
        1. GetPawn<T>()
          1. PawnPrivate
        2. GetScore()
          1. Score
        3. GetPlayerId()
          1. PlayerId
        4. GetPing()
          1. Ping
      2. AGameStateBase
        1. AGameModeBase* AuthorityGameMode
        2. TArray<APlayerState*> PlayerArray
        3. TSubclassOf<AGameModeBase> GameModeClass
        4. TSubclassOf<ASpectatorPawn> SpectatorClass
        5. AGameModeBase* GetDefaultGameMode<T>()
          1. Uses GetDefaultObject on GameModeClass
        6. AGameState
      3. AGameModeBase
        1. AGameSession* GameSession
        2. AGameStateBase* GetGameState<T>()
          1. GameState
        3. TSubclassOf<AGameSession> GetGameSessionClass()
          1. GameSessionClass
        4. TSubclassOf<AGameStateBase> GameStateClass
        5. TSubclassOf<APlayerController> PlayerControllerClass
        6. TSubclassOf<APlayerState> PlayerStateClass
        7. TSubclassOf<AHUD> HUDClass
        8. TSubclassOf<APawn> DefaultPawnClass
        9. AGameMode
          1. int32 NumPlayers
          2. int32 NumBots
          3. TArray<APlayerState*> InactivePlayerArray
      4. AGameSession
    7. Pawn
      1. GetPlayerState<T>()
        1. PlayerState
      2. GetController<T>()
      3. GetController()
        1. Controller
      4. AController* LastHitBy
  3. protected
    1. BlueprintProtected
  4. public
    1. AllowPrivateAccess
  5. Blueprint exposure
  6. Class
  7. private
  8. Replicated
  9. Server only
  10. AHUD* MyHUD