| void UnlinkPrefab(APrefabActor* PrefabActor) | FinalNative+2 flags | | 0x08 |
| APrefabActor* SpawnPrefab(UObject* WorldContextObject, UPrefabricatorAssetInterface* Prefab, FTransform& Transform, int32 Seed) | FinalNative+2 flags | | 0x80 |
| void SetPrefabAsset(APrefabActor* PrefabActor, UPrefabricatorAssetInterface* Prefab, bool bReloadPrefab) | FinalNative+2 flags | | 0x11 |
| void RandomizePrefab(APrefabActor* PrefabActor, const FRandomStream& InRandom) | FinalNative+2 flags | | 0x10 |
| void GetAllAttachedActors(AActor* Prefab, const TArray<AActor*>& AttachedActors) | FinalNative+2 flags | | 0x18 |
| APrefabActor* FindTopMostPrefabActor(AActor* InActor) | FinalNative+2 flags | | 0x10 |
| void CleanActorAssetData(AActor* Actor) | FinalNative+2 flags | | 0x08 |