| void UpdateActiveGameplayEffectSetByCallerMagnitudes(const FActiveGameplayEffectHandle& ActiveHandle, TMap<FGameplayTag, float>& NewSetByCallerValues) | NativePublic | | 0x58 |
| void UpdateActiveGameplayEffectSetByCallerMagnitude(const FActiveGameplayEffectHandle& ActiveHandle, const FGameplayTag& SetByCallerTag, float NewValue) | NativePublic | | 0x14 |
| bool TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation) | FinalNative+1 flags | | 0x0A |
| bool TryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate, bool bAllowRemoteActivation) | FinalNative+1 flags | | 0x06 |
| bool TryActivateAbilitiesByTag(FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation) | FinalNative+1 flags | | 0x22 |
| void TargetConfirm() | NativePublic | | 0x00 |
| void TargetCancel() | NativePublic | | 0x00 |
| void SetUserAbilityActivationInhibited(bool NewInhibit) | NativePublic | | 0x01 |
| void SetActiveGameplayEffectLevelUsingQuery(const FGameplayEffectQuery& Query, int32 NewLevel) | NativePublic | | 0x19C |
| void SetActiveGameplayEffectLevel(const FActiveGameplayEffectHandle& ActiveHandle, int32 NewLevel) | NativePublic | | 0x0C |
| void ServerTryActivateAbilityWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData) | NativeEvent+1 flags | | 0xC8 |
| void ServerTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x18 |
| void ServerSetReplicatedTargetDataCancelled(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey) | NativeEvent+1 flags | | 0x24 |
| void ServerSetReplicatedTargetData(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, const FGameplayTag& ApplicationTag, const FPredictionKey& CurrentPredictionKey) | NativeEvent+1 flags | | 0x58 |
| void ServerSetReplicatedEventWithPayload(const EAbilityGenericReplicatedEvent& EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey, const FVector_NetQuantize100& VectorPayload) | NativeEvent+1 flags | | 0x40 |
| void ServerSetReplicatedEvent(const EAbilityGenericReplicatedEvent& EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey) | NativeEvent+1 flags | | 0x28 |
| void ServerSetInputReleased(const FGameplayAbilitySpecHandle& AbilityHandle) | NativeEvent+1 flags | | 0x04 |
| void ServerSetInputPressed(const FGameplayAbilitySpecHandle& AbilityHandle) | NativeEvent+1 flags | | 0x04 |
| void ServerPrintDebug_RequestWithStrings(const TArray<FString>& Strings) | NativeEvent+1 flags | | 0x10 |
| void ServerPrintDebug_Request() | NativeEvent+1 flags | | 0x00 |
| void ServerEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x28 |
| void ServerCurrentMontageSetPlayRate(UAnimSequenceBase* ClientAnimation, float InPlayRate) | NativeEvent+1 flags | | 0x0C |
| void ServerCurrentMontageSetNextSectionName(UAnimSequenceBase* ClientAnimation, float ClientPosition, const FName& SectionName, const FName& NextSectionName) | NativeEvent+1 flags | | 0x1C |
| void ServerCurrentMontageJumpToSectionName(UAnimSequenceBase* ClientAnimation, const FName& SectionName) | NativeEvent+1 flags | | 0x10 |
| void ServerCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo) | NativeEvent+1 flags | | 0x18 |
| void ServerAbilityRPCBatch(const FServerAbilityRPCBatch& BatchInfo) | NativeEvent+1 flags | | 0x48 |
| void RemoveActiveGameplayEffectBySourceEffect(TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove) | NativePublic | | 0x14 |
| bool RemoveActiveGameplayEffect(const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove) | NativePublic | | 0x0D |
| int32 RemoveActiveEffectsWithTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x24 |
| int32 RemoveActiveEffectsWithSourceTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x24 |
| int32 RemoveActiveEffectsWithGrantedTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x24 |
| int32 RemoveActiveEffectsWithAppliedTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x24 |
| void ReleaseInputID(int32 InputID) | FinalNative+1 flags | | 0x04 |
| void PressInputID(int32 InputID) | FinalNative+1 flags | | 0x04 |
| void OnSpawnedAttributesEndPlayed(AActor* InActor, const EEndPlayReason& EndPlayReason) | FinalNative+1 flags | | 0x09 |
| void OnRep_SpawnedAttributes(const TArray<UAttributeSet*>& PreviousSpawnedAttributes) | FinalNative+1 flags | | 0x10 |
| void OnRep_ServerDebugString() | NativePublic | | 0x00 |
| void OnRep_ReplicatedAnimMontage() | NativeProtected | | 0x00 |
| void OnRep_OwningActor() | FinalNative+1 flags | | 0x00 |
| void OnRep_ClientDebugString() | NativePublic | | 0x00 |
| void OnRep_ActivateAbilities() | NativeProtected | | 0x00 |
| void OnOwnerActorDestroyed(AActor* InActor) | FinalNative+1 flags | | 0x08 |
| void OnAvatarActorDestroyed(AActor* InActor) | FinalNative+1 flags | | 0x08 |
| void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0x108 |
| void NetMulticast_InvokeGameplayCuesExecuted(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext) | NativeEvent+1 flags | | 0x48 |
| void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0x108 |
| void NetMulticast_InvokeGameplayCueExecuted_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0xF0 |
| void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x88 |
| void NetMulticast_InvokeGameplayCueExecuted(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext) | NativeEvent+1 flags | | 0x30 |
| void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0xF0 |
| void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x88 |
| void NetMulticast_InvokeGameplayCueAdded_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& Parameters) | NativeEvent+1 flags | | 0xF0 |
| void NetMulticast_InvokeGameplayCueAdded(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext) | NativeEvent+1 flags | | 0x30 |
| FGameplayEffectSpecHandle MakeOutgoingSpec(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& Context) | NativePublic | | 0x38 |
| FGameplayEffectContextHandle MakeEffectContext() | NativePublic | | 0x18 |
| void K2_InitStats(TSubclassOf<UAttributeSet> Attributes, UDataTable* DataTable) | FinalNative+1 flags | | 0x10 |
| FGameplayAbilitySpecHandle K2_GiveAbilityAndActivateOnce(TSubclassOf<UGameplayAbility> AbilityClass, int32 Level, int32 InputID) | FinalNative+1 flags | | 0x14 |
| FGameplayAbilitySpecHandle K2_GiveAbility(TSubclassOf<UGameplayAbility> AbilityClass, int32 Level, int32 InputID) | FinalNative+1 flags | | 0x14 |
| bool IsGameplayCueActive(const FGameplayTag& GameplayCueTag) | FinalNative+1 flags | | 0x09 |
| void InputConfirm() | FinalNative+1 flags | | 0x00 |
| void InputCancel() | FinalNative+1 flags | | 0x00 |
| bool GetUserAbilityActivationInhibited() | FinalNative+1 flags | | 0x01 |
| int32 GetGameplayTagCount(const FGameplayTag& GameplayTag) | FinalNative+1 flags | | 0x0C |
| float GetGameplayEffectMagnitude(const FActiveGameplayEffectHandle& Handle, const FGameplayAttribute& Attribute) | FinalNative+1 flags | | 0x44 |
| int32 GetGameplayEffectCount_IfLoaded(const TSoftClassPtr<UGameplayEffect>& SoftSourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck) | FinalNative+1 flags | | 0x38 |
| int32 GetGameplayEffectCount(TSubclassOf<UGameplayEffect> SourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck) | FinalNative+1 flags | | 0x18 |
| float GetGameplayAttributeValue(const FGameplayAttribute& Attribute, const bool& bFound) | FinalNative+1 flags | | 0x40 |
| UAttributeSet* GetAttributeSet(TSubclassOf<UAttributeSet> AttributeSetClass) | FinalNative+1 flags | | 0x10 |
| void GetAllAttributes(const TArray<FGameplayAttribute>& OutAttributes) | FinalNative+1 flags | | 0x10 |
| void GetAllAbilities(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles) | FinalNative+1 flags | | 0x10 |
| TArray<FActiveGameplayEffectHandle> GetActiveEffectsWithAllTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x30 |
| TArray<FActiveGameplayEffectHandle> GetActiveEffects(FGameplayEffectQuery& Query) | FinalNative+1 flags | | 0x1A8 |
| void FindAllAbilitiesWithTags(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, const FGameplayTagContainer& Tags, bool bExactMatch) | FinalNative+1 flags | | 0x31 |
| void FindAllAbilitiesWithInputID(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, int32 InputID) | FinalNative+1 flags | | 0x14 |
| void FindAllAbilitiesMatchingQuery(const TArray<FGameplayAbilitySpecHandle>& OutAbilityHandles, const FGameplayTagQuery& Query) | FinalNative+1 flags | | 0x58 |
| void ClientTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate) | NativeEvent+1 flags | | 0x04 |
| void ClientSetReplicatedEvent(const EAbilityGenericReplicatedEvent& EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey) | NativeEvent+1 flags | | 0x18 |
| void ClientPrintDebug_Response(const TArray<FString>& Strings, int32 GameFlags) | NativeEvent+1 flags | | 0x14 |
| void ClientEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo) | NativeEvent+1 flags | | 0x18 |
| void ClientCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo) | NativeEvent+1 flags | | 0x18 |
| void ClientActivateAbilitySucceedWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData) | NativeEvent+1 flags | | 0xC8 |
| void ClientActivateAbilitySucceed(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x14 |
| void ClientActivateAbilityFailed(const FGameplayAbilitySpecHandle& AbilityToActivate, int16 PredictionKey) | NativeEvent+1 flags | | 0x06 |
| void ClearAllAbilitiesWithInputID(int32 InputID) | FinalNative+1 flags | | 0x04 |
| void ClearAllAbilities() | FinalNative+1 flags | | 0x00 |
| void ClearAbility(FGameplayAbilitySpecHandle& Handle) | FinalNative+1 flags | | 0x04 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* Target, float Level, const FGameplayEffectContextHandle& Context) | FinalNative+1 flags | | 0x38 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext) | FinalNative+1 flags | | 0x30 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle& SpecHandle, UAbilitySystemComponent* Target) | FinalNative+1 flags | | 0x20 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(FGameplayEffectSpecHandle& SpecHandle) | FinalNative+1 flags | | 0x18 |
| void AbilityConfirmOrCancel__DelegateSignature() | Public | | 0x00 |
| void AbilityAbilityKey__DelegateSignature(int32 InputID) | Public | | 0x04 |