| bool UsesAFilter() | FinalNative+1 flags | | 0x01 |
| bool TryGetItemAtIndex(int32 Index, FUWEInventoryItem& Item) | FinalNative+1 flags | | 0x49 |
| void SetMaxItems(int32 NewMaxItems) | FinalNative+1 flags | | 0x04 |
| void SetAllowAddingItems(bool bAllowAddingItems) | FinalNative+1 flags | | 0x01 |
| AActor* ServerDropItem(const FUWEInventoryItemId& ItemId, UUWEInventoryComponent* FromInventory) | FinalNative+1 flags | | 0x20 |
| void RemoveItemFromInventory(const FUWEInventoryItemId& ItemId, int32 FromInventoryId) | NativeEvent+1 flags | | 0x14 |
| bool RemoveItemByType(UUWEItemType* ItemType, int32 Count) | FinalNative+1 flags | | 0x0D |
| bool RemoveItem(const FUWEInventoryItemId& ItemId) | FinalNative+1 flags | | 0x11 |
| void RemoveAll() | FinalNative+1 flags | | 0x00 |
| bool PickupItemAndGetID(AActor* ActorToPickup, FUWEInventoryItemId& OutItemID, bool bCanOverflow) | FinalNative+1 flags | | 0x1A |
| bool PickupItem(AActor* ActorToPickup, bool bCanOverflow) | FinalNative+1 flags | | 0x0A |
| bool PickupAndGetID(AActor* ActorToPickup, FUWEInventoryItemId& OutItemID, bool bNotify) | FinalNative+1 flags | | 0x1A |
| bool Pickup(AActor* ActorToPickup, bool bNotify) | FinalNative+1 flags | | 0x0A |
| void OnRep_MaxItems() | FinalNative+1 flags | | 0x00 |
| void OnItemRemovedFromInventory(const int32& InInventoryId, FUWEInventoryItem& Item) | FinalNative+1 flags | | 0x48 |
| void OnItemAddedToInventory(const int32& InInventoryId, FUWEInventoryItem& Item) | FinalNative+1 flags | | 0x48 |
| void OnInventoryUpdated(const int32& InInventoryId) | FinalNative+1 flags | | 0x04 |
| void OnInventoryItemAttributeChanged(const int32& InInventoryId, FUWEInventoryItem& Item) | FinalNative+1 flags | | 0x48 |
| int32 NumItems() | FinalNative+1 flags | | 0x04 |
| void MoveItemBetweenInventories(const FUWEInventoryItemId& ItemId, int32 FromInventoryId, int32 ToInventoryId) | NativeEvent+1 flags | | 0x18 |
| void MoveInventoryItem(UUWEInventoryComponent* ToInventory, const FUWEInventoryItemId& ItemId, UUWEInventoryComponent* FromInventory) | NativeEvent+1 flags | | 0x20 |
| void MoveAllInventoryItems(UUWEInventoryComponent* ToInventory, UUWEInventoryComponent* FromInventory) | NativeEvent+1 flags | | 0x10 |
| void ItemPickedUpFailedClientNotify(AActor* Actor) | NativeEvent+1 flags | | 0x08 |
| void ItemPickedUpClientNotify(AActor* Actor) | NativeEvent+1 flags | | 0x08 |
| bool ItemIsFiltered(UUWEItemType* ItemType) | FinalNative+1 flags | | 0x09 |
| void ItemDroppedMulticastNotify(AActor* Actor) | NativeEvent+1 flags | | 0x08 |
| bool IsFull() | FinalNative+1 flags | | 0x01 |
| bool IsEmpty() | FinalNative+1 flags | | 0x01 |
| bool InteractWithInventoryItemIsEnabled(const FUWEInventoryItemId& ItemId, FText& OutNotInteractableReason, AActor* Owner) | FinalNative+1 flags | | 0x29 |
| void InteractWithInventoryItem(const FUWEInventoryItemId& ItemId, UUWEInventoryComponent* FromInventory) | NativeEvent+1 flags | | 0x18 |
| bool HasSpaceForItems(const TArray<FUWEInventoryItem>& Items) | FinalNative+1 flags | | 0x11 |
| bool HasAnyOfItemType(UUWEItemType* ItemType) | FinalNative+1 flags | | 0x09 |
| UUWEItemType* GetItemType(const FUWEInventoryItemId& ItemId) | FinalNative+1 flags | | 0x18 |
| TArray<FUWEInventoryItem> GetItemsRaw() | FinalNative+1 flags | | 0x10 |
| TArray<FUWEInventoryItem> GetItemsByType(const FGameplayTag& Tag, bool bPartial) | FinalNative+1 flags | | 0x20 |
| TArray<FUWEInventoryItem> GetItemsByItemType(UUWEItemType* ItemType) | FinalNative+1 flags | | 0x18 |
| TArray<FUWEInventoryItem> GetItems() | FinalNative+1 flags | | 0x10 |
| TArray<FUWEInventoryItemId> GetItemIds() | FinalNative+1 flags | | 0x10 |
| int32 GetItemCountByType(UUWEItemType* ItemType) | FinalNative+1 flags | | 0x0C |
| FUWEInventoryItem GetItem(const FUWEInventoryItemId& ItemId) | FinalNative+1 flags | | 0x50 |
| UUWEInventorySubsystem* GetInventorySubsystem() | FinalNative+1 flags | | 0x08 |
| int32 GetIndexOfItem(FUWEInventoryItem& InventoryItem) | FinalNative+1 flags | | 0x44 |
| TArray<FUWEInventoryItem> FindItemsByGameplayTag(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x30 |
| void DropItem(const FUWEInventoryItemId& ItemId, UUWEInventoryComponent* FromInventory) | NativeEvent+1 flags | | 0x18 |
| void DeleteAllInventoryItems() | NativeEvent+1 flags | | 0x00 |
| bool CanPickupItemTypeWithQuantity(UUWEItemType* ItemType, FGameplayTag& Reason, int32 Quantity) | FinalNative+1 flags | | 0x15 |
| bool CanPickUpActor(AActor* Actor, const FHitResult& HitResult, FGameplayTag& Reason) | FinalNative+1 flags | | 0x111 |
| bool CanDropItem(const FUWEInventoryItemId& ItemId, FGameplayTag& Reason, UUWEInventoryComponent* InitiatingInventory) | FinalNative+1 flags | | 0x21 |
| bool AddItemTypeToInventory(UUWEItemType* ItemType, int32 Quantity) | FinalNative+1 flags | | 0x0D |
| void AddItemByTypeToInventory(int32 InInventoryId, UUWEItemType* ItemType, int32 Count) | NativeEvent+1 flags | | 0x14 |
| int32 AddAsMuchAsPossibleToInventory(UUWEItemType* ItemType, int32 Quantity) | FinalNative+1 flags | | 0x10 |