| bool SpawnDecoyCopyFromLocalView(TSubclassOf<AActor> DecoyActorClass, FTransform& SpawnTransform, const FGuid& OutCopyId, const FName& DecoyMeshTag, bool bIncludePose, bool bApplyPoseToPoseableMesh) | FinalNative+1 flags | | 0x8B |
| void SetMaxDecoySpawnCount(int32 NewMaxDecoySpawnCount) | FinalNative+1 flags | | 0x04 |
| void SetBrushTexture(UTexture2D* Texture) | FinalNative+1 flags | | 0x08 |
| void SetBrushSettings(FRuntimeBrushSettings& NewSettings) | FinalNative+1 flags | | 0x28 |
| void SetBrushRadius(float Radius) | FinalNative+1 flags | | 0x04 |
| void SetBrushOpacity(float Opacity) | FinalNative+1 flags | | 0x04 |
| void SetBrushHardness(float Hardness) | FinalNative+1 flags | | 0x04 |
| void SetBrushFalloff(const EBrushFalloff& Falloff) | FinalNative+1 flags | | 0x01 |
| void SetBrushBlendMode(const EPaintBlendMode& BlendMode) | FinalNative+1 flags | | 0x01 |
| void ServerSpawnDecoyCopyFromLocalView(const FGuid& CopyId, TSubclassOf<AActor> DecoyActorClass, const FTransform& SpawnTransform, const FName& DecoyMeshTag, bool bIncludePose, bool bApplyPoseToPoseableMesh, const FRuntimeDecoyCopyPoseSnapshot& SourcePoseSnapshot, int64 RequiredAppliedPaintSequence) | NativeEvent+1 flags | | 0xC0 |
| void ServerSetMaxDecoySpawnCount(int32 NewMaxDecoySpawnCount) | NativeEvent+1 flags | | 0x04 |
| void ServerSendStrokeBatch(const FPaintStrokeBatch& Batch) | NativeEvent+1 flags | | 0x10 |
| void ServerSendPaint(const FPaintStroke& Stroke) | NativeEvent+1 flags | | 0xE0 |
| void ServerRequestTextureSync() | NativeEvent+1 flags | | 0x00 |
| void ServerPaintBatch(const FPaintStrokeBatch& Batch) | NativeEvent+1 flags | | 0x10 |
| void ServerPaint(const FPaintStroke& Stroke) | NativeEvent+1 flags | | 0xE0 |
| void ServerPackedPaintBatch(const TArray<uint8>& PackedData, int32 StrokeCount) | NativeEvent+1 flags | | 0x14 |
| void ServerCompactPaintBatch(const FCompactPaintStrokeBatch& Batch) | NativeEvent+1 flags | | 0x10 |
| void ServerCompactPaint(const FCompactPaintStroke& Stroke) | NativeEvent+1 flags | | 0x40 |
| void SendStrokeBatchToServer() | FinalNative+1 flags | | 0x00 |
| void SendPaintToServer(const FVector2D& Uv, const FPaintChannelData& ChannelData, const EPaintChannel& Channel) | FinalNative+1 flags | | 0x35 |
| void SendCustomStrokeBatchToServer(FPaintStrokeBatch& Batch) | FinalNative+1 flags | | 0x10 |
| void RequestStrokeBatchOnServer(FPaintStrokeBatch& Batch) | FinalNative+1 flags | | 0x10 |
| void RequestPaintOnServer(const FVector2D& Uv, const FPaintChannelData& ChannelData, const EPaintChannel& Channel) | FinalNative+1 flags | | 0x35 |
| void RequestFullTextureSync() | FinalNative+1 flags | | 0x00 |
| void PaintStrokeUV(const FVector2D& UvStart, const FVector2D& UvEnd, const FPaintChannelData& ChannelData, const EPaintChannel& Channel) | FinalNative+1 flags | | 0x45 |
| bool PaintAtWorldPosition(UMeshComponent* MeshComponent, const FVector& WorldLocation, const FPaintChannelData& ChannelData, const EPaintChannel& Channel) | FinalNative+1 flags | | 0x46 |
| void PaintAtUVWithBrush(const FVector2D& Uv, const FPaintChannelData& ChannelData, const FRuntimeBrushSettings& BrushSettings, const EPaintChannel& Channel) | FinalNative+1 flags | | 0x61 |
| void PaintAtUV(const FVector2D& Uv, const FPaintChannelData& ChannelData, const EPaintChannel& Channel) | FinalNative+1 flags | | 0x35 |
| FScreenSpacePaintResult PaintAtScreenPosition(UMeshComponent* MeshComponent, const FVector2D& ScreenPosition, APlayerController* PlayerController, const FPaintChannelData& ChannelData, const EPaintChannel& Channel, bool bUseCachedTriangles) | FinalNative+1 flags | | 0x90 |
| void OnTrackedDecoyDestroyed(AActor* DestroyedActor) | FinalNative+1 flags | | 0x08 |
| void OnRep_SpawnedDecoyActors() | FinalNative+1 flags | | 0x00 |
| void OnRep_MaxDecoySpawnCount(int32 OldMaxDecoySpawnCount) | FinalNative+1 flags | | 0x04 |
| void OnMaxDecoySpawnCountChanged(int32 OldMaxDecoySpawnCount, int32 NewMaxDecoySpawnCount) | EventPublic | | 0x08 |
| void MulticastSyncCompressedChannelData(const EPaintChannel& Channel, const TArray<uint8>& CompressedData, int32 UncompressedSize) | NativeEvent+1 flags | | 0x1C |
| void MulticastSyncChannelData(const EPaintChannel& Channel, const TArray<uint8>& Data) | NativeEvent+1 flags | | 0x18 |
| void MulticastPaintToOthers(const FPaintStroke& Stroke) | NativeEvent+1 flags | | 0xE0 |
| void MulticastPaintBatchToOthers(const FPaintStrokeBatch& Batch) | NativeEvent+1 flags | | 0x10 |
| void MulticastPaintBatch(const FPaintStrokeBatch& Batch) | NativeEvent+1 flags | | 0x10 |
| void MulticastPaint(const FPaintStroke& Stroke) | NativeEvent+1 flags | | 0xE0 |
| void MulticastPackedPaintBatchToOthers(const TArray<uint8>& PackedData, int32 StrokeCount) | NativeEvent+1 flags | | 0x14 |
| void MulticastPackedPaintBatch(const TArray<uint8>& PackedData, int32 StrokeCount) | NativeEvent+1 flags | | 0x14 |
| void MulticastCompactPaintToOthers(const FCompactPaintStroke& Stroke) | NativeEvent+1 flags | | 0x40 |
| void MulticastCompactPaintBatchToOthers(const FCompactPaintStrokeBatch& Batch) | NativeEvent+1 flags | | 0x10 |
| void MulticastCompactPaintBatch(const FCompactPaintStrokeBatch& Batch) | NativeEvent+1 flags | | 0x10 |
| void MulticastCompactPaint(const FCompactPaintStroke& Stroke) | NativeEvent+1 flags | | 0x40 |
| void MulticastApplyDecoyCopyFromLocalView(const FGuid& CopyId, AActor* DecoyActor, const FName& DecoyMeshTag, bool bIncludePose, bool bApplyPoseToPoseableMesh, const FRuntimeDecoyCopyPoseSnapshot& SourcePoseSnapshot, int64 RequiredAppliedPaintSequence) | NativeEvent+1 flags | | 0x58 |
| bool IsStroking() | FinalNative+1 flags | | 0x01 |
| bool IsInitialized() | FinalNative+1 flags | | 0x01 |
| bool InitializePaint(UMeshComponent* MeshComponent) | FinalNative+1 flags | | 0x09 |
| bool ImportChannelFromBytes(const EPaintChannel& Channel, const TArray<uint8>& Data) | FinalNative+1 flags | | 0x19 |
| FScreenSpacePaintResult HitTestAtScreenPosition(UMeshComponent* MeshComponent, const FVector2D& ScreenPosition, APlayerController* PlayerController, bool bUseCachedTriangles) | FinalNative+1 flags | | 0x70 |
| void GetSpawnedDecoyActors(const TArray<AActor*>& OutDecoyActors) | FinalNative+1 flags | | 0x10 |
| int32 GetSpawnedDecoyActorCount() | FinalNative+1 flags | | 0x04 |
| UTextureRenderTarget2D* GetRenderTarget(const EPaintChannel& Channel) | FinalNative+1 flags | | 0x10 |
| int32 GetRecordedStrokeCount() | FinalNative+1 flags | | 0x04 |
| FPaintStrokeBatch GetRecordedStrokeBatch() | FinalNative+1 flags | | 0x10 |
| int32 GetMaxDecoySpawnCount() | FinalNative+1 flags | | 0x04 |
| UMeshComponent* GetInitializedPaintMesh() | FinalNative+1 flags | | 0x08 |
| bool GetDominantPaintMaterialPatterns(const TArray<FPaintMaterialPattern>& OutPatterns, int32 MaxPatterns, int32 SampleStep, float AlphaThreshold) | FinalNative+1 flags | | 0x1D |
| void FlushRecordedStrokesToServer() | FinalNative+1 flags | | 0x00 |
| bool ExportChannelToBytes(const EPaintChannel& Channel, const TArray<uint8>& OutData) | FinalNative+1 flags | | 0x19 |
| void EndStroke() | FinalNative+1 flags | | 0x00 |
| void ClearRecordedStrokes() | FinalNative+1 flags | | 0x00 |
| void ClearChannel(const EPaintChannel& Channel) | FinalNative+1 flags | | 0x01 |
| void ClearAllChannels() | FinalNative+1 flags | | 0x00 |
| void BeginStroke() | FinalNative+1 flags | | 0x00 |
| void ApplyPerformancePreset(const EPaintPerformancePreset& Preset) | FinalNative+1 flags | | 0x01 |