| bool TransformWorldRotatorToBased(UPrimitiveComponent* MovementBase, const FName& BoneName, const FRotator& WorldSpaceRotator, const FRotator& OutLocalRotator) | FinalNative+2 flags | | 0x41 |
| bool TransformWorldLocationToBased(UPrimitiveComponent* MovementBase, const FName& BoneName, const FVector& WorldSpaceLocation, const FVector& OutLocalLocation) | FinalNative+2 flags | | 0x41 |
| bool TransformWorldDirectionToBased(UPrimitiveComponent* MovementBase, const FName& BoneName, const FVector& WorldSpaceDirection, const FVector& OutLocalDirection) | FinalNative+2 flags | | 0x41 |
| void TransformRotatorToWorld(const FQuat& BaseQuat, const FRotator& LocalRotator, const FRotator& OutWorldSpaceRotator) | FinalNative+2 flags | | 0x50 |
| void TransformRotatorToLocal(const FQuat& BaseQuat, const FRotator& WorldSpaceRotator, const FRotator& OutLocalRotator) | FinalNative+2 flags | | 0x50 |
| void TransformLocationToWorld(const FVector& BasePos, const FQuat& BaseQuat, const FVector& LocalLocation, const FVector& OutLocationWorldSpace) | FinalNative+2 flags | | 0x70 |
| void TransformLocationToLocal(const FVector& BasePos, const FQuat& BaseQuat, const FVector& WorldSpaceLocation, const FVector& OutLocalLocation) | FinalNative+2 flags | | 0x70 |
| void TransformDirectionToWorld(const FQuat& BaseQuat, const FVector& LocalDirection, const FVector& OutDirectionWorldSpace) | FinalNative+2 flags | | 0x50 |
| void TransformDirectionToLocal(const FQuat& BaseQuat, const FVector& WorldSpaceDirection, const FVector& OutLocalDirection) | FinalNative+2 flags | | 0x50 |
| bool TransformBasedRotatorToWorld(UPrimitiveComponent* MovementBase, const FName& BoneName, const FRotator& LocalRotator, const FRotator& OutWorldSpaceRotator) | FinalNative+2 flags | | 0x41 |
| bool TransformBasedLocationToWorld(UPrimitiveComponent* MovementBase, const FName& BoneName, const FVector& LocalLocation, const FVector& OutLocationWorldSpace) | FinalNative+2 flags | | 0x41 |
| bool TransformBasedDirectionToWorld(UPrimitiveComponent* MovementBase, const FName& BoneName, const FVector& LocalDirection, const FVector& OutDirectionWorldSpace) | FinalNative+2 flags | | 0x41 |
| bool IsBaseSimulatingPhysics(UPrimitiveComponent* MovementBase) | FinalNative+2 flags | | 0x09 |
| bool IsADynamicBase(UPrimitiveComponent* MovementBase) | FinalNative+2 flags | | 0x09 |
| bool GetMovementBaseTransform(UPrimitiveComponent* MovementBase, const FName& BoneName, const FVector& OutLocation, FQuat& OutQuat) | FinalNative+2 flags | | 0x51 |