| bool IsPrimaryAbilityInstanceActive(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayAbilitySpecHandle& Handle) | FinalNative+2 flags | | 0x0D |
| bool IsAbilitySpecHandleValid(const FGameplayAbilitySpecHandle& Handle) | FinalNative+2 flags | | 0x05 |
| void GiveAbilityFromClass(ARedpointAbilityBaseCharacter* Character, TSubclassOf<UGameplayAbility> AbilityClass, int32 Level, int32 InputIndex, FGameplayAbilitySpecHandle& Handle, const bool& Success) | FinalNative+1 flags | | 0x1D |
| UGameplayAbility* GetPrimaryAbilityInstanceFromHandle(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayAbilitySpecHandle& Handle) | FinalNative+2 flags | | 0x18 |
| UGameplayAbility* GetPrimaryAbilityInstanceFromClass(UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf<UGameplayAbility> InAbilityClass) | FinalNative+2 flags | | 0x18 |
| FGameplayAbilitySpecHandle FindAbilitySpecHandleForClass(UAbilitySystemComponent* AbilitySystem, TSubclassOf<UGameplayAbility> AbilityClass, UObject* OptionalSourceObject) | FinalNative+2 flags | | 0x1C |
| void ClearAllAbilities(ARedpointAbilityBaseCharacter* Character) | FinalNative+1 flags | | 0x08 |
| void ClearAbilityFromClass(ARedpointAbilityBaseCharacter* Character, FGameplayAbilitySpecHandle& Handle, const bool& Success) | FinalNative+1 flags | | 0x0D |