from typing import Callable, List, Tuple, Dict, Any
from enum import Enum

class ActorWrapper():
    # Public:
    # ActorWrapper::ActorWrapper(uintptr_t mem) [constructor]
    def __init__(self, mem: int) -> None: ...

    # ActorWrapper::ActorWrapper(ActorWrapper const & other) [constructor]

    # ActorWrapper & ActorWrapper::operator=(ActorWrapper rhs) [member operator]

    # ActorWrapper::~ActorWrapper() [destructor]
    def __del__(self) -> None: ...

    # Vector ActorWrapper::GetLocation() [member function]
    def GetLocation(self) -> Vector: ...

    # void ActorWrapper::SetLocation(Vector const location) [member function]
    def SetLocation(self, location: Vector) -> None: ...

    # Vector ActorWrapper::GetVelocity() [member function]
    def GetVelocity(self) -> Vector: ...

    # void ActorWrapper::SetVelocity(Vector const velocity) [member function]
    def SetVelocity(self, velocity: Vector) -> None: ...

    # void ActorWrapper::AddVelocity(Vector const velocity) [member function]
    def AddVelocity(self, velocity: Vector) -> None: ...

    # Rotator ActorWrapper::GetRotation() [member function]
    def GetRotation(self) -> Rotator: ...

    # void ActorWrapper::SetRotation(Rotator const rotation) [member function]
    def SetRotation(self, rotation: Rotator) -> None: ...

    # void ActorWrapper::SetTorque(Vector const torq) [member function]
    def SetTorque(self, torq: Vector) -> None: ...

    # void ActorWrapper::Stop() [member function]
    def Stop(self) -> None: ...

    # Vector ActorWrapper::GetAngularVelocity() [member function]
    def GetAngularVelocity(self) -> Vector: ...

    # void ActorWrapper::SetAngularVelocity(Vector const v, bool addToCurrent) [member function]
    def SetAngularVelocity(self, v: Vector, addToCurrent: bool) -> None: ...

    # bool ActorWrapper::IsNull() [member function]
    def IsNull(self) -> bool: ...

    # bool ActorWrapper::operator bool() [casting operator]

    # WorldInfoWrapper ActorWrapper::GetWorldInfo() [member function]
    def GetWorldInfo(self) -> WorldInfoWrapper: ...

    # float ActorWrapper::GetDrawScale() [member function]
    def GetDrawScale(self) -> float: ...

    # void ActorWrapper::SetDrawScale(float newDrawScale) [member function]
    def SetDrawScale(self, newDrawScale: float) -> None: ...

    # Vector ActorWrapper::GetDrawScale3D() [member function]
    def GetDrawScale3D(self) -> Vector: ...

    # void ActorWrapper::SetDrawScale3D(Vector newDrawScale3D) [member function]
    def SetDrawScale3D(self, newDrawScale3D: Vector) -> None: ...

    # Vector ActorWrapper::GetPrePivot() [member function]
    def GetPrePivot(self) -> Vector: ...

    # void ActorWrapper::SetPrePivot(Vector newPrePivot) [member function]
    def SetPrePivot(self, newPrePivot: Vector) -> None: ...

    # UnrealColor ActorWrapper::GetEditorIconColor() [member function]
    def GetEditorIconColor(self) -> UnrealColor: ...

    # void ActorWrapper::SetEditorIconColor(UnrealColor newEditorIconColor) [member function]
    def SetEditorIconColor(self, newEditorIconColor: UnrealColor) -> None: ...

    # float ActorWrapper::GetCustomTimeDilation() [member function]
    def GetCustomTimeDilation(self) -> float: ...

    # void ActorWrapper::SetCustomTimeDilation(float newCustomTimeDilation) [member function]
    def SetCustomTimeDilation(self, newCustomTimeDilation: float) -> None: ...

    # unsigned char ActorWrapper::GetPhysics() [member function]
    def GetPhysics(self) -> int: ...

    # void ActorWrapper::SetPhysics(unsigned char newPhysics) [member function]
    def SetPhysics(self, newPhysics: int) -> None: ...

    # unsigned char ActorWrapper::GetRemoteRole() [member function]
    def GetRemoteRole(self) -> int: ...

    # void ActorWrapper::SetRemoteRole(unsigned char newRemoteRole) [member function]
    def SetRemoteRole(self, newRemoteRole: int) -> None: ...

    # unsigned char ActorWrapper::GetRole() [member function]
    def GetRole(self) -> int: ...

    # void ActorWrapper::SetRole(unsigned char newRole) [member function]
    def SetRole(self, newRole: int) -> None: ...

    # unsigned char ActorWrapper::GetCollisionType() [member function]
    def GetCollisionType(self) -> int: ...

    # void ActorWrapper::SetCollisionType(unsigned char newCollisionType) [member function]
    def SetCollisionType(self, newCollisionType: int) -> None: ...

    # unsigned char ActorWrapper::GetReplicatedCollisionType() [member function]
    def GetReplicatedCollisionType(self) -> int: ...

    # void ActorWrapper::SetReplicatedCollisionType(unsigned char newReplicatedCollisionType) [member function]
    def SetReplicatedCollisionType(self, newReplicatedCollisionType: int) -> None: ...

    # ActorWrapper ActorWrapper::GetOwner() [member function]
    def GetOwner(self) -> ActorWrapper: ...

    # ActorWrapper ActorWrapper::GetBase() [member function]
    def GetBase(self) -> ActorWrapper: ...

    # long unsigned int ActorWrapper::GetbStatic() [member function]
    def GetbStatic(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbHidden() [member function]
    def GetbHidden(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbHiddenSelf() [member function]
    def GetbHiddenSelf(self) -> bool: ...

    # void ActorWrapper::SetbHiddenSelf(long unsigned int newbHiddenSelf) [member function]
    def SetbHiddenSelf(self, newbHiddenSelf: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbNoDelete() [member function]
    def GetbNoDelete(self) -> bool: ...

    # void ActorWrapper::SetbNoDelete(long unsigned int newbNoDelete) [member function]
    def SetbNoDelete(self, newbNoDelete: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbDeleteMe() [member function]
    def GetbDeleteMe(self) -> bool: ...

    # void ActorWrapper::SetbDeleteMe(long unsigned int newbDeleteMe) [member function]
    def SetbDeleteMe(self, newbDeleteMe: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbTicked() [member function]
    def GetbTicked(self) -> bool: ...

    # void ActorWrapper::SetbTicked(long unsigned int newbTicked) [member function]
    def SetbTicked(self, newbTicked: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbOnlyOwnerSee() [member function]
    def GetbOnlyOwnerSee(self) -> bool: ...

    # void ActorWrapper::SetbOnlyOwnerSee(long unsigned int newbOnlyOwnerSee) [member function]
    def SetbOnlyOwnerSee(self, newbOnlyOwnerSee: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbTickIsDisabled() [member function]
    def GetbTickIsDisabled(self) -> bool: ...

    # void ActorWrapper::SetbTickIsDisabled(long unsigned int newbTickIsDisabled) [member function]
    def SetbTickIsDisabled(self, newbTickIsDisabled: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbWorldGeometry() [member function]
    def GetbWorldGeometry(self) -> bool: ...

    # void ActorWrapper::SetbWorldGeometry(long unsigned int newbWorldGeometry) [member function]
    def SetbWorldGeometry(self, newbWorldGeometry: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbIgnoreRigidBodyPawns() [member function]
    def GetbIgnoreRigidBodyPawns(self) -> bool: ...

    # void ActorWrapper::SetbIgnoreRigidBodyPawns(long unsigned int newbIgnoreRigidBodyPawns) [member function]
    def SetbIgnoreRigidBodyPawns(self, newbIgnoreRigidBodyPawns: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbOrientOnSlope() [member function]
    def GetbOrientOnSlope(self) -> bool: ...

    # void ActorWrapper::SetbOrientOnSlope(long unsigned int newbOrientOnSlope) [member function]
    def SetbOrientOnSlope(self, newbOrientOnSlope: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbIsMoving() [member function]
    def GetbIsMoving(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbAlwaysEncroachCheck() [member function]
    def GetbAlwaysEncroachCheck(self) -> bool: ...

    # void ActorWrapper::SetbAlwaysEncroachCheck(long unsigned int newbAlwaysEncroachCheck) [member function]
    def SetbAlwaysEncroachCheck(self, newbAlwaysEncroachCheck: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbHasAlternateTargetLocation() [member function]
    def GetbHasAlternateTargetLocation(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbAlwaysRelevant() [member function]
    def GetbAlwaysRelevant(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbReplicateInstigator() [member function]
    def GetbReplicateInstigator(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbReplicateMovement() [member function]
    def GetbReplicateMovement(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbUpdateSimulatedPosition() [member function]
    def GetbUpdateSimulatedPosition(self) -> bool: ...

    # void ActorWrapper::SetbUpdateSimulatedPosition(long unsigned int newbUpdateSimulatedPosition) [member function]
    def SetbUpdateSimulatedPosition(self, newbUpdateSimulatedPosition: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbDemoRecording() [member function]
    def GetbDemoRecording(self) -> bool: ...

    # void ActorWrapper::SetbDemoRecording(long unsigned int newbDemoRecording) [member function]
    def SetbDemoRecording(self, newbDemoRecording: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbDemoOwner() [member function]
    def GetbDemoOwner(self) -> bool: ...

    # void ActorWrapper::SetbDemoOwner(long unsigned int newbDemoOwner) [member function]
    def SetbDemoOwner(self, newbDemoOwner: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbForceDemoRelevant() [member function]
    def GetbForceDemoRelevant(self) -> bool: ...

    # void ActorWrapper::SetbForceDemoRelevant(long unsigned int newbForceDemoRelevant) [member function]
    def SetbForceDemoRelevant(self, newbForceDemoRelevant: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbNetInitialRotation() [member function]
    def GetbNetInitialRotation(self) -> bool: ...

    # void ActorWrapper::SetbNetInitialRotation(long unsigned int newbNetInitialRotation) [member function]
    def SetbNetInitialRotation(self, newbNetInitialRotation: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbReplicateRigidBodyLocation() [member function]
    def GetbReplicateRigidBodyLocation(self) -> bool: ...

    # void ActorWrapper::SetbReplicateRigidBodyLocation(long unsigned int newbReplicateRigidBodyLocation) [member function]
    def SetbReplicateRigidBodyLocation(self, newbReplicateRigidBodyLocation: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbKillDuringLevelTransition() [member function]
    def GetbKillDuringLevelTransition(self) -> bool: ...

    # void ActorWrapper::SetbKillDuringLevelTransition(long unsigned int newbKillDuringLevelTransition) [member function]
    def SetbKillDuringLevelTransition(self, newbKillDuringLevelTransition: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbPostRenderIfNotVisible() [member function]
    def GetbPostRenderIfNotVisible(self) -> bool: ...

    # void ActorWrapper::SetbPostRenderIfNotVisible(long unsigned int newbPostRenderIfNotVisible) [member function]
    def SetbPostRenderIfNotVisible(self, newbPostRenderIfNotVisible: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbForceNetUpdate() [member function]
    def GetbForceNetUpdate(self) -> bool: ...

    # void ActorWrapper::SetbForceNetUpdate(long unsigned int newbForceNetUpdate) [member function]
    def SetbForceNetUpdate(self, newbForceNetUpdate: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbForcePacketUpdate() [member function]
    def GetbForcePacketUpdate(self) -> bool: ...

    # void ActorWrapper::SetbForcePacketUpdate(long unsigned int newbForcePacketUpdate) [member function]
    def SetbForcePacketUpdate(self, newbForcePacketUpdate: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbPendingNetUpdate() [member function]
    def GetbPendingNetUpdate(self) -> bool: ...

    # void ActorWrapper::SetbPendingNetUpdate(long unsigned int newbPendingNetUpdate) [member function]
    def SetbPendingNetUpdate(self, newbPendingNetUpdate: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbGameRelevant() [member function]
    def GetbGameRelevant(self) -> bool: ...

    # void ActorWrapper::SetbGameRelevant(long unsigned int newbGameRelevant) [member function]
    def SetbGameRelevant(self, newbGameRelevant: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbMovable() [member function]
    def GetbMovable(self) -> bool: ...

    # void ActorWrapper::SetbMovable(long unsigned int newbMovable) [member function]
    def SetbMovable(self, newbMovable: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbCanTeleport() [member function]
    def GetbCanTeleport(self) -> bool: ...

    # void ActorWrapper::SetbCanTeleport(long unsigned int newbCanTeleport) [member function]
    def SetbCanTeleport(self, newbCanTeleport: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbAlwaysTick() [member function]
    def GetbAlwaysTick(self) -> bool: ...

    # void ActorWrapper::SetbAlwaysTick(long unsigned int newbAlwaysTick) [member function]
    def SetbAlwaysTick(self, newbAlwaysTick: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbBlocksNavigation() [member function]
    def GetbBlocksNavigation(self) -> bool: ...

    # void ActorWrapper::SetbBlocksNavigation(long unsigned int newbBlocksNavigation) [member function]
    def SetbBlocksNavigation(self, newbBlocksNavigation: bool) -> None: ...

    # long unsigned int ActorWrapper::GetBlockRigidBody() [member function]
    def GetBlockRigidBody(self) -> bool: ...

    # void ActorWrapper::SetBlockRigidBody(long unsigned int newBlockRigidBody) [member function]
    def SetBlockRigidBody(self, newBlockRigidBody: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbCollideWhenPlacing() [member function]
    def GetbCollideWhenPlacing(self) -> bool: ...

    # void ActorWrapper::SetbCollideWhenPlacing(long unsigned int newbCollideWhenPlacing) [member function]
    def SetbCollideWhenPlacing(self, newbCollideWhenPlacing: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbCollideActors() [member function]
    def GetbCollideActors(self) -> bool: ...

    # void ActorWrapper::SetbCollideActors(long unsigned int newbCollideActors) [member function]
    def SetbCollideActors(self, newbCollideActors: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbCollideWorld() [member function]
    def GetbCollideWorld(self) -> bool: ...

    # void ActorWrapper::SetbCollideWorld(long unsigned int newbCollideWorld) [member function]
    def SetbCollideWorld(self, newbCollideWorld: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbCollideComplex() [member function]
    def GetbCollideComplex(self) -> bool: ...

    # void ActorWrapper::SetbCollideComplex(long unsigned int newbCollideComplex) [member function]
    def SetbCollideComplex(self, newbCollideComplex: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbBlockActors() [member function]
    def GetbBlockActors(self) -> bool: ...

    # void ActorWrapper::SetbBlockActors(long unsigned int newbBlockActors) [member function]
    def SetbBlockActors(self, newbBlockActors: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbBlocksTeleport() [member function]
    def GetbBlocksTeleport(self) -> bool: ...

    # void ActorWrapper::SetbBlocksTeleport(long unsigned int newbBlocksTeleport) [member function]
    def SetbBlocksTeleport(self, newbBlocksTeleport: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbPhysRigidBodyOutOfWorldCheck() [member function]
    def GetbPhysRigidBodyOutOfWorldCheck(self) -> bool: ...

    # void ActorWrapper::SetbPhysRigidBodyOutOfWorldCheck(long unsigned int newbPhysRigidBodyOutOfWorldCheck) [member function]
    def SetbPhysRigidBodyOutOfWorldCheck(self, newbPhysRigidBodyOutOfWorldCheck: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbComponentOutsideWorld() [member function]
    def GetbComponentOutsideWorld(self) -> bool: ...

    # long unsigned int ActorWrapper::GetbRigidBodyWasAwake() [member function]
    def GetbRigidBodyWasAwake(self) -> bool: ...

    # void ActorWrapper::SetbRigidBodyWasAwake(long unsigned int newbRigidBodyWasAwake) [member function]
    def SetbRigidBodyWasAwake(self, newbRigidBodyWasAwake: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbCallRigidBodyWakeEvents() [member function]
    def GetbCallRigidBodyWakeEvents(self) -> bool: ...

    # void ActorWrapper::SetbCallRigidBodyWakeEvents(long unsigned int newbCallRigidBodyWakeEvents) [member function]
    def SetbCallRigidBodyWakeEvents(self, newbCallRigidBodyWakeEvents: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbBounce() [member function]
    def GetbBounce(self) -> bool: ...

    # void ActorWrapper::SetbBounce(long unsigned int newbBounce) [member function]
    def SetbBounce(self, newbBounce: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbEditable() [member function]
    def GetbEditable(self) -> bool: ...

    # void ActorWrapper::SetbEditable(long unsigned int newbEditable) [member function]
    def SetbEditable(self, newbEditable: bool) -> None: ...

    # long unsigned int ActorWrapper::GetbLockLocation() [member function]
    def GetbLockLocation(self) -> bool: ...

    # void ActorWrapper::SetbLockLocation(long unsigned int newbLockLocation) [member function]
    def SetbLockLocation(self, newbLockLocation: bool) -> None: ...

    # float ActorWrapper::GetNetUpdateTime() [member function]
    def GetNetUpdateTime(self) -> float: ...

    # void ActorWrapper::SetNetUpdateTime(float newNetUpdateTime) [member function]
    def SetNetUpdateTime(self, newNetUpdateTime: float) -> None: ...

    # float ActorWrapper::GetNetUpdateFrequency() [member function]
    def GetNetUpdateFrequency(self) -> float: ...

    # void ActorWrapper::SetNetUpdateFrequency(float newNetUpdateFrequency) [member function]
    def SetNetUpdateFrequency(self, newNetUpdateFrequency: float) -> None: ...

    # float ActorWrapper::GetNetPriority() [member function]
    def GetNetPriority(self) -> float: ...

    # void ActorWrapper::SetNetPriority(float newNetPriority) [member function]
    def SetNetPriority(self, newNetPriority: float) -> None: ...

    # float ActorWrapper::GetLastNetUpdateTime() [member function]
    def GetLastNetUpdateTime(self) -> float: ...

    # float ActorWrapper::GetLastForcePacketUpdateTime() [member function]
    def GetLastForcePacketUpdateTime(self) -> float: ...

    # void ActorWrapper::SetLastForcePacketUpdateTime(float newLastForcePacketUpdateTime) [member function]
    def SetLastForcePacketUpdateTime(self, newLastForcePacketUpdateTime: float) -> None: ...

    # float ActorWrapper::GetTimeSinceLastTick() [member function]
    def GetTimeSinceLastTick(self) -> float: ...

    # float ActorWrapper::GetLifeSpan() [member function]
    def GetLifeSpan(self) -> float: ...

    # float ActorWrapper::GetCreationTime() [member function]
    def GetCreationTime(self) -> float: ...

    # float ActorWrapper::GetLastRenderTime() [member function]
    def GetLastRenderTime(self) -> float: ...

    # long long unsigned int ActorWrapper::GetHiddenEditorViews() [member function]
    def GetHiddenEditorViews(self) -> int: ...

    # void ActorWrapper::SetHiddenEditorViews(long long unsigned int newHiddenEditorViews) [member function]
    def SetHiddenEditorViews(self, newHiddenEditorViews: int) -> None: ...

    # ArrayWrapper<ActorWrapper> ActorWrapper::GetAttached() [member function]
    def GetAttached(self) -> ArrayWrapper_ActorWrapper: ...

    # Vector ActorWrapper::GetRelativeLocation() [member function]
    def GetRelativeLocation(self) -> Vector: ...

    # void ActorWrapper::SetRelativeLocation(Vector newRelativeLocation) [member function]
    def SetRelativeLocation(self, newRelativeLocation: Vector) -> None: ...

    # Rotator ActorWrapper::GetRelativeRotation() [member function]
    def GetRelativeRotation(self) -> Rotator: ...

    # void ActorWrapper::SetRelativeRotation(Rotator newRelativeRotation) [member function]
    def SetRelativeRotation(self, newRelativeRotation: Rotator) -> None: ...

    # PrimitiveComponentWrapper ActorWrapper::GetCollisionComponent() [member function]
    def GetCollisionComponent(self) -> PrimitiveComponentWrapper: ...

    # void ActorWrapper::ForceNetUpdatePacket() [member function]
    def ForceNetUpdatePacket(self) -> None: ...

    # void ActorWrapper::ForceNetUpdate2() [member function]
    def ForceNetUpdate2(self) -> None: ...

    # bool ActorWrapper::WillOverlap(Vector & PosA, Vector & VelA, Vector & PosB, Vector & VelB, float StepSize, float Radius, float * Time) [member function]
    def WillOverlap(self, PosA: Vector, VelA: Vector, PosB: Vector, VelB: Vector, StepSize: float, Radius: float, Time: float) -> bool: ...

    # void ActorWrapper::eventReplicationEnded() [member function]
    def eventReplicationEnded(self) -> None: ...

    # void ActorWrapper::eventPostDemoRewind() [member function]
    def eventPostDemoRewind(self) -> None: ...

    # bool ActorWrapper::IsInPersistentLevel(long unsigned int bIncludeLevelStreamingPersistent) [member function]
    def IsInPersistentLevel(self, bIncludeLevelStreamingPersistent: bool) -> bool: ...

    # void ActorWrapper::SetHUDLocation(Vector & NewHUDLocation) [member function]
    def SetHUDLocation(self, NewHUDLocation: Vector) -> None: ...

    # void ActorWrapper::eventSpawnedByKismet() [member function]
    def eventSpawnedByKismet(self) -> None: ...

    # Vector ActorWrapper::GetTargetLocation(ActorWrapper RequestedBy, long unsigned int bRequestAlternateLoc) [member function]
    def GetTargetLocation(self, RequestedBy: ActorWrapper, bRequestAlternateLoc: bool) -> Vector: ...

    # unsigned char ActorWrapper::eventScriptGetTeamNum() [member function]
    def eventScriptGetTeamNum(self) -> int: ...

    # unsigned char ActorWrapper::GetTeamNum2() [member function]
    def GetTeamNum2(self) -> int: ...

    # bool ActorWrapper::IsPlayerOwned() [member function]
    def IsPlayerOwned(self) -> bool: ...

    # bool ActorWrapper::IsStationary() [member function]
    def IsStationary(self) -> bool: ...

    # void ActorWrapper::eventDebugMessagePlayer(std::string msg) [member function]
    def eventDebugMessagePlayer(self, msg: str) -> None: ...

    # Vector ActorWrapper::GetGravityAcceleration() [member function]
    def GetGravityAcceleration(self) -> Vector: ...

    # Vector ActorWrapper::GetGravityDirection() [member function]
    def GetGravityDirection(self) -> Vector: ...

    # float ActorWrapper::GetGravityZ() [member function]
    def GetGravityZ(self) -> float: ...

    # bool ActorWrapper::IsOverlapping(ActorWrapper A) [member function]
    def IsOverlapping(self, A: ActorWrapper) -> bool: ...

    # bool ActorWrapper::ContainsPoint(Vector & Spot) [member function]
    def ContainsPoint(self, Spot: Vector) -> bool: ...

    # void ActorWrapper::eventFellOutOfWorld() [member function]
    def eventFellOutOfWorld(self) -> None: ...

    # void ActorWrapper::SetTickIsDisabled(long unsigned int bInDisabled) [member function]
    def SetTickIsDisabled(self, bInDisabled: bool) -> None: ...

    # void ActorWrapper::SetPhysics2(unsigned char newPhysics) [member function]
    def SetPhysics2(self, newPhysics: int) -> None: ...

    # void ActorWrapper::SetHidden2(long unsigned int bNewHidden) [member function]
    def SetHidden2(self, bNewHidden: bool) -> None: ...

    # void ActorWrapper::ChartData(std::string DataName, float DataValue) [member function]
    def ChartData(self, DataName: str, DataValue: float) -> None: ...

    # void ActorWrapper::DrawDebugString(Vector & TextLocation, std::string Text, ActorWrapper TestBaseActor, UnrealColor & TextColor, float Duration) [member function]
    def DrawDebugString(self, TextLocation: Vector, Text: str, TestBaseActor: ActorWrapper, TextColor: UnrealColor, Duration: float) -> None: ...

    # void ActorWrapper::DrawDebugCone(Vector & Origin, Vector & Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, UnrealColor & DrawColor, long unsigned int bPersistentLines) [member function]
    def DrawDebugCone(self, Origin: Vector, Direction: Vector, Length: float, AngleWidth: float, AngleHeight: float, NumSides: int, DrawColor: UnrealColor, bPersistentLines: bool) -> None: ...

    # Vector ActorWrapper::GetAggregateBaseVelocity(ActorWrapper TestBase) [member function]
    def GetAggregateBaseVelocity(self, TestBase: ActorWrapper) -> Vector: ...

    # bool ActorWrapper::IsOwnedBy(ActorWrapper TestActor) [member function]
    def IsOwnedBy(self, TestActor: ActorWrapper) -> bool: ...

    # bool ActorWrapper::IsBasedOn(ActorWrapper TestActor) [member function]
    def IsBasedOn(self, TestActor: ActorWrapper) -> bool: ...

    # float ActorWrapper::GetTerminalVelocity() [member function]
    def GetTerminalVelocity(self) -> float: ...

    # Private:
    # ActorWrapper::Impl [class declaration]

    # ActorWrapper::pimpl [variable]
    @property
    def pimpl(self) -> Any: ...


