| bool WasLastQuerySuccessful() | FinalNative+1 flags | | 0x01 |
| void SetUVChannel(int32 Channel) | FinalNative+1 flags | | 0x04 |
| void SetTraceComplex(bool bComplex) | FinalNative+1 flags | | 0x01 |
| void SetTraceChannel(const ECollisionChannel& Channel) | FinalNative+1 flags | | 0x01 |
| void SetMaxTraceDistance(float Distance) | FinalNative+1 flags | | 0x04 |
| void SetDefaultFilter(FBrushQueryFilter& Filter) | FinalNative+1 flags | | 0x68 |
| void SetAllowNoCollisionMesh(bool bAllow) | FinalNative+1 flags | | 0x01 |
| void ResetFilter() | FinalNative+1 flags | | 0x00 |
| void RemoveTargetComponent(UPrimitiveComponent* Component) | FinalNative+1 flags | | 0x08 |
| void RemoveTargetActor(AActor* Actor) | FinalNative+1 flags | | 0x08 |
| void RemoveStencilValue(int32 StencilValue) | FinalNative+1 flags | | 0x04 |
| void RemoveNoCollisionMeshTarget(UMeshComponent* MeshComponent) | FinalNative+1 flags | | 0x08 |
| void RemoveIgnoreActor(AActor* Actor) | FinalNative+1 flags | | 0x08 |
| FBrushQueryResult QueryFromWorldRayWithFilter(const FVector& RayOrigin, const FVector& RayDirection, FBrushQueryFilter& Filter) | FinalNative+1 flags | | 0x108 |
| FBrushQueryResult QueryFromWorldRay(const FVector& RayOrigin, const FVector& RayDirection) | FinalNative+1 flags | | 0xA0 |
| FDepthQueryResult QueryDepthAtViewportCenter(APlayerController* PlayerController) | FinalNative+1 flags | | 0x60 |
| FDepthQueryResult QueryDepthAtScreenPosition(const FVector2D& ScreenPosition, APlayerController* PlayerController) | FinalNative+1 flags | | 0x70 |
| FDepthQueryResult QueryDepthAtMousePosition(APlayerController* PlayerController) | FinalNative+1 flags | | 0x60 |
| FBrushQueryResult QueryAtViewportCenterWithFilter(APlayerController* PlayerController, FBrushQueryFilter& Filter) | FinalNative+1 flags | | 0xE0 |
| FBrushQueryResult QueryAtViewportCenter(APlayerController* PlayerController) | FinalNative+1 flags | | 0x78 |
| FBrushQueryResult QueryAtScreenPositionWithFilter(const FVector2D& ScreenPosition, APlayerController* PlayerController, FBrushQueryFilter& Filter) | FinalNative+1 flags | | 0xF0 |
| FBrushQueryResult QueryAtScreenPosition(const FVector2D& ScreenPosition, APlayerController* PlayerController) | FinalNative+1 flags | | 0x88 |
| FBrushQueryResult QueryAtMousePositionWithFilter(APlayerController* PlayerController, FBrushQueryFilter& Filter) | FinalNative+1 flags | | 0xE0 |
| FBrushQueryResult QueryAtMousePosition(APlayerController* PlayerController) | FinalNative+1 flags | | 0x78 |
| int32 QueryAllFromWorldRayWithFilter(const FVector& RayOrigin, const FVector& RayDirection, FBrushQueryFilter& Filter, const TArray<FBrushQueryResult>& OutResults) | FinalNative+1 flags | | 0xAC |
| int32 QueryAllFromWorldRay(const FVector& RayOrigin, const FVector& RayDirection, const TArray<FBrushQueryResult>& OutResults) | FinalNative+1 flags | | 0x44 |
| int32 QueryAllAtScreenPositionWithFilter(const FVector2D& ScreenPosition, APlayerController* PlayerController, FBrushQueryFilter& Filter, const TArray<FBrushQueryResult>& OutResults) | FinalNative+1 flags | | 0x94 |
| int32 QueryAllAtScreenPosition(const FVector2D& ScreenPosition, APlayerController* PlayerController, const TArray<FBrushQueryResult>& OutResults) | FinalNative+1 flags | | 0x2C |
| FBrushQueryResult GetLastQueryResult() | FinalNative+1 flags | | 0x70 |
| FDepthQueryResult GetLastDepthQueryResult() | FinalNative+1 flags | | 0x58 |
| FBrushQueryFilter GetDefaultFilter() | FinalNative+1 flags | | 0x68 |
| void EnableStencilFilter(int32 StencilValue) | FinalNative+1 flags | | 0x04 |
| void DisableStencilFilter() | FinalNative+1 flags | | 0x00 |
| void ClearTargetComponents() | FinalNative+1 flags | | 0x00 |
| void ClearTargetActors() | FinalNative+1 flags | | 0x00 |
| void ClearNoCollisionMeshTargets() | FinalNative+1 flags | | 0x00 |
| void ClearIgnoreActors() | FinalNative+1 flags | | 0x00 |
| void AddTargetComponent(UPrimitiveComponent* Component) | FinalNative+1 flags | | 0x08 |
| void AddTargetActor(AActor* Actor) | FinalNative+1 flags | | 0x08 |
| void AddStencilValue(int32 StencilValue) | FinalNative+1 flags | | 0x04 |
| void AddNoCollisionMeshTarget(UMeshComponent* MeshComponent) | FinalNative+1 flags | | 0x08 |
| void AddIgnoreActor(AActor* Actor) | FinalNative+1 flags | | 0x08 |