| void BP_SceneBindings_GetSectionAndAnimSetNames(FContextualAnimSceneBindings& Bindings, const FName& SectionName, const FName& AnimSetName) | FinalNative+2 flags | | 0x38 |
| void BP_SceneBindings_GetSectionAndAnimSetIndices(FContextualAnimSceneBindings& Bindings, const int32& SectionIdx, const int32& AnimSetIdx) | FinalNative+2 flags | | 0x30 |
| UContextualAnimSceneAsset* BP_SceneBindings_GetSceneAsset(FContextualAnimSceneBindings& Bindings) | FinalNative+2 flags | | 0x30 |
| FContextualAnimSceneBinding BP_SceneBindings_GetPrimaryBinding(FContextualAnimSceneBindings& Bindings) | FinalNative+2 flags | | 0x120 |
| TArray<FContextualAnimSceneBinding> BP_SceneBindings_GetBindings(FContextualAnimSceneBindings& Bindings) | FinalNative+2 flags | | 0x38 |
| FContextualAnimSceneBinding BP_SceneBindings_GetBindingByRole(FContextualAnimSceneBindings& Bindings, const FName& Role) | FinalNative+2 flags | | 0x120 |
| FContextualAnimSceneBinding BP_SceneBindings_GetBindingByActor(FContextualAnimSceneBindings& Bindings, AActor* Actor) | FinalNative+2 flags | | 0x120 |
| FTransform BP_SceneBindings_GetAlignmentTransformFromBinding(FContextualAnimSceneBindings& Bindings, FContextualAnimSceneBinding& Binding, FContextualAnimWarpPoint& WarpPoint) | FinalNative+2 flags | | 0x1F0 |
| FTransform BP_SceneBindings_GetAlignmentTransformForRoleRelativeToWarpPoint(FContextualAnimSceneBindings& Bindings, const FName& Role, FContextualAnimWarpPoint& WarpPoint, float Time) | FinalNative+2 flags | | 0x110 |
| FTransform BP_SceneBindings_GetAlignmentTransformForRoleRelativeToOtherRole(FContextualAnimSceneBindings& Bindings, const FName& Role, const FName& RelativeToRole, float Time) | FinalNative+2 flags | | 0xA0 |
| void BP_SceneBindings_CalculateWarpPoints(FContextualAnimSceneBindings& Bindings, const TArray<FContextualAnimWarpPoint>& OutWarpPoints) | FinalNative+2 flags | | 0x38 |
| void BP_SceneBindings_AddOrUpdateWarpTargetsForBindings(FContextualAnimSceneBindings& Bindings) | FinalNative+2 flags | | 0x28 |
| FContextualAnimSceneBindingContext BP_SceneBindingContext_MakeFromActorWithExternalTransform(AActor* Actor, const FTransform& ExternalTransform) | FinalNative+2 flags | | 0x150 |
| FContextualAnimSceneBindingContext BP_SceneBindingContext_MakeFromActor(AActor* Actor) | FinalNative+2 flags | | 0xF0 |
| bool BP_SceneBindingContext_HasMatchingGameplayTag(FContextualAnimSceneBindingContext& BindingContext, FGameplayTag& TagToCheck) | FinalNative+2 flags | | 0xE9 |
| bool BP_SceneBindingContext_HasAnyMatchingGameplayTags(FContextualAnimSceneBindingContext& BindingContext, FGameplayTagContainer& TagContainer) | FinalNative+2 flags | | 0x101 |
| bool BP_SceneBindingContext_HasAllMatchingGameplayTags(FContextualAnimSceneBindingContext& BindingContext, FGameplayTagContainer& TagContainer) | FinalNative+2 flags | | 0x101 |
| FVector BP_SceneBindingContext_GetVelocity(FContextualAnimSceneBindingContext& BindingContext) | FinalNative+2 flags | | 0xF8 |
| FTransform BP_SceneBindingContext_GetTransform(FContextualAnimSceneBindingContext& BindingContext) | FinalNative+2 flags | | 0x140 |
| FGameplayTagContainer BP_SceneBindingContext_GetGameplayTags(FContextualAnimSceneBindingContext& BindingContext) | FinalNative+2 flags | | 0x100 |
| void BP_SceneBindingContext_GetCurrentSectionAndAnimSetNames(FContextualAnimSceneBindingContext& BindingContext, const FName& SectionName, const FName& AnimSetName) | FinalNative+2 flags | | 0xF0 |
| AActor* BP_SceneBindingContext_GetActor(FContextualAnimSceneBindingContext& BindingContext) | FinalNative+2 flags | | 0xE8 |
| USkeletalMeshComponent* BP_SceneBinding_GetSkeletalMesh(FContextualAnimSceneBinding& Binding) | FinalNative+2 flags | | 0xF8 |
| FName BP_SceneBinding_GetRoleFromBinding(FContextualAnimSceneBindings& Bindings, FContextualAnimSceneBinding& Binding) | FinalNative+2 flags | | 0x128 |
| UAnimSequenceBase* BP_SceneBinding_GetAnimationFromBinding(FContextualAnimSceneBindings& Bindings, FContextualAnimSceneBinding& Binding) | FinalNative+2 flags | | 0x128 |
| AActor* BP_SceneBinding_GetActor(FContextualAnimSceneBinding& Binding) | FinalNative+2 flags | | 0xF8 |
| float BP_Montage_GetSectionTimeLeftFromPos(UAnimMontage* Montage, float Position) | FinalNative+2 flags | | 0x10 |
| void BP_Montage_GetSectionStartAndEndTime(UAnimMontage* Montage, int32 SectionIndex, const float& OutStartTime, const float& OutEndTime) | FinalNative+2 flags | | 0x14 |
| float BP_Montage_GetSectionLength(UAnimMontage* Montage, int32 SectionIndex) | FinalNative+2 flags | | 0x10 |
| void BP_DrawDebugPose(UObject* WorldContextObject, UAnimSequenceBase* Animation, float Time, const FTransform& LocalToWorldTransform, const FLinearColor& Color, float Lifetime, float Thickness) | FinalNative+2 flags | | 0x98 |
| bool BP_CreateContextualAnimSceneBindingsForTwoActors(UContextualAnimSceneAsset* SceneAsset, FContextualAnimSceneBindingContext& Primary, FContextualAnimSceneBindingContext& Secondary, FContextualAnimSceneBindings& OutBindings) | FinalNative+2 flags | | 0x1F9 |
| bool BP_CreateContextualAnimSceneBindings(UContextualAnimSceneAsset* SceneAsset, TMap<FName, FContextualAnimSceneBindingContext>& Params, FContextualAnimSceneBindings& OutBindings) | FinalNative+2 flags | | 0x81 |