| bool WillUnlockScanDataExtrasIfHasTag(AActor* Actor, const FGameplayTag& ExtraUnlocksTag, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x19 |
| bool WillUnlockScanDataExtras(AActor* Actor, FGameplayTagContainer& ExtraUnlocks, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x31 |
| bool WillEarnScanDataCompletionProgress(AActor* Actor, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x11 |
| bool TryAddActorIntanceScanProgress(AActor* Actor, float Amount, float PredictedTotalAmount) | FinalNative+1 flags | | 0x11 |
| void OnScanProgressMade__DelegateSignature(UUWEScanData* ScanData, int32 TotalScanCount) | Public | | 0x0C |
| void OnScannedEventFired(const FUWEEventKey& EventKey, int32 OldValue, int32 NewValue) | FinalNative+1 flags | | 0x28 |
| void OnScanCompletedEventFired(const FUWEEventKey& EventKey, int32 OldValue, int32 NewValue) | FinalNative+1 flags | | 0x28 |
| void OnActorInstanceScanProgressUpdated__DelegateSignature(AActor* Actor, float Amount) | Public | | 0x0C |
| void OnActorInstanceScannedByPlayer__DelegateSignature(AActor* Actor) | Public | | 0x08 |
| bool IsScanDataTagRequirementMet(UUWEScanData* ScanData) | FinalNative+1 flags | | 0x09 |
| bool IsScanDataProgressComplete(UUWEScanData* ScanData) | FinalNative+1 flags | | 0x09 |
| bool IsScanDataFullyScanned(UUWEScanData* ScanData) | FinalNative+1 flags | | 0x09 |
| bool IsActorValidScanTarget(AActor* Actor, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x11 |
| bool IsActorScannedByPlayer(AActor* Actor) | FinalNative+1 flags | | 0x09 |
| bool HasActorEverBeenScannedByAPlayer(AActor* Actor) | FinalNative+1 flags | | 0x09 |
| void GiveCurrencyPrize(APlayerState* Player, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x10 |
| void GiveConsolationPrize(APlayerState* Player, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x10 |
| TArray<FUWEScanStep> GetUnlockedScanDataStepsForActor(AActor* Actor) | FinalNative+1 flags | | 0x18 |
| int32 GetScanCountTowardsCompletion(UUWEScanData* ScanData) | FinalNative+1 flags | | 0x0C |
| float GetActorInstanceScannedProgressForPlayer(AActor* Actor) | FinalNative+1 flags | | 0x0C |
| void ClientNotifyScannedInstanceCompleted(AActor* ScannedActor) | FinalNative+2 flags | | 0x08 |
| bool CanActorCurrentlyBeScanned(AActor* Actor, FGameplayTagContainer& ReasonsCanBeScanned, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x31 |
| bool CanActorBeScannedByBaseScanner(AActor* Actor, FGameplayTagContainer& ReasonsCanBeScanned, UUWEScanData* ScanData) | FinalNative+1 flags | | 0x31 |