| AActor* SpawnItemSynchronous(UObject* WorldContextObject, UUWEItemType* ItemType, const FTransform& TargetTransform, bool ShouldSimulatePhysics, const FGuid& ItemGuid) | FinalNative+2 flags | | 0x90 |
| void SetInventoryAttributeTag(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, const FGameplayTag& Value, const bool& bFound) | FinalNative+2 flags | | 0x21 |
| void SetInventoryAttributeString(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, const FString& Value, const bool& bFound) | FinalNative+2 flags | | 0x29 |
| void SetInventoryAttributeInt(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, int32 Value, const bool& bFound) | FinalNative+2 flags | | 0x1D |
| void SetInventoryAttributeFloat(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, float Value, const bool& bFound) | FinalNative+2 flags | | 0x1D |
| void SetInventoryAttributeDataAsset(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, UDataAsset* DataAsset, const bool& bFound) | FinalNative+2 flags | | 0x21 |
| bool IsActorPickupable(AActor* PickingUpActor, AActor* Actor, FHitResult& HitResult) | FinalNative+2 flags | | 0x111 |
| UUWEItemType* GetItemTypeFromName(const FString& ItemName, bool bPartial, const bool& bOutFound) | FinalNative+2 flags | | 0x20 |
| UUWEItemType* GetItemTypeForPickupActor(AActor* Actor) | FinalNative+2 flags | | 0x10 |
| FGameplayTag GetInventoryAttributeTag(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, const bool& bFound) | FinalNative+2 flags | | 0x24 |
| FString GetInventoryAttributeString(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, const bool& bFound) | FinalNative+2 flags | | 0x30 |
| int32 GetInventoryAttributeInt(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, const bool& bFound) | FinalNative+2 flags | | 0x20 |
| float GetInventoryAttributeFloat(const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, const bool& bFound) | FinalNative+2 flags | | 0x20 |
| UDataAsset* GetInventoryAttributeDataAsset(TSubclassOf<UDataAsset> DataAssetClass, const TArray<FUWEInventoryItemAttribute>& Attributes, const FGameplayTag& AttributeName, const bool& bFound) | FinalNative+2 flags | | 0x30 |
| TArray<FUWEInventoryItem> GetAllInventoryItemStacksOfType(UUWEItemType* ItemType, UUWEInventoryComponent* InventoryComponent) | FinalNative+2 flags | | 0x20 |