| void UWELog(const FString& ErrorMessage, const EBlueprintExposedLogType& InpLogType) | FinalNative+2 flags | | 0x11 |
| EBlueprintExposedNetMode SwitchOnNetMode(UObject* WorldContextObject) | FinalNative+2 flags | | 0x09 |
| TMap<FVector, float> SortMapByFloatValue(TMap<FVector, float>& Map) | FinalNative+2 flags | | 0xA0 |
| TArray<AActor*> SortActorsByDistance(const TArray<AActor*>& Actors, const FVector& PivotLocation) | FinalNative+2 flags | | 0x38 |
| void SetScaleForISMCInstances(const TArray<int32>& IndexArray, UInstancedStaticMeshComponent* Component, const FVector& Scale) | FinalNative+2 flags | | 0x30 |
| void SetPixelProgrammableDistance(UStaticMeshComponent* StaticMeshComponent, float Distance) | FinalNative+2 flags | | 0x0C |
| void SetCustomDataValueForAllInstances(UInstancedStaticMeshComponent* Component, const TSet<int32>& Indices, int32 NewValueIndex, float NewValue) | FinalNative+2 flags | | 0x60 |
| void SetComponentIsEditorOnly(USceneComponent* Component, bool bIsEditorOnly) | FinalNative+2 flags | | 0x09 |
| FVector RandomPointWithinCircles(const FVector& Center, float InnerCircleRadius, float OuterCircleRadius) | FinalNative+2 flags | | 0x38 |
| FVector RandomPointOnSphere(const FVector& Center, float Radius) | FinalNative+2 flags | | 0x38 |
| FVector RandomPointInSphere(const FVector& Center, float Radius) | FinalNative+2 flags | | 0x38 |
| void MarkRenderStateDirty(UActorComponent* Component) | FinalNative+2 flags | | 0x08 |
| bool IsWorldPartitionCellLoaded(UObject* WorldContextObject, const FVector& WorldLocation) | FinalNative+2 flags | | 0x21 |
| bool IsPlayInEditor() | FinalNative+2 flags | | 0x01 |
| bool IsMyPlayerId(UObject* WorldContextObject, const int32& PlayerId) | FinalNative+2 flags | | 0x0D |
| bool IsLocationInView(const FTransform& CameraTransform, const FVector& LocationToCheck, float FOV, float MaxDistance) | FinalNative+2 flags | | 0x81 |
| bool IsLocationInTargetViewCone(const FVector& Location, AActor* Target, float HalfAngleDeg, float MaxDistance) | FinalNative+2 flags | | 0x29 |
| bool IsGraphicsDriverOutdated(const FString& CurrentDriver, const FString& RecommendedDriver) | FinalNative+2 flags | | 0x21 |
| bool IsASoft(UObject* Object, const TSoftClassPtr<UObject>& SoftClass) | FinalNative+2 flags | | 0x31 |
| bool IsActorPartOfLevel(AActor* Actor, ULevel* Level) | FinalNative+2 flags | | 0x11 |
| AActor* GetRootAttachActor(AActor* Actor) | FinalNative+2 flags | | 0x10 |
| float GetLocationInViewPercentage(const FTransform& ViewTransform, const FVector& TargetLocation, float FOV) | FinalNative+2 flags | | 0x80 |
| float GetLocationInRangePercentage(const FTransform& ViewTransform, const FVector& TargetLocation, float MaxDistance) | FinalNative+2 flags | | 0x80 |
| FBox GetLevelBounds(ULevel* InLevel) | FinalNative+2 flags | | 0x40 |
| bool GetFeatureFlag(const FString& Feature) | FinalNative+2 flags | | 0x11 |
| TArray<float> GetCustomDataForIndex(UInstancedStaticMeshComponent* Component, int32 Index) | FinalNative+2 flags | | 0x20 |
| FString GetCurrentLogfileCopy() | FinalNative+2 flags | | 0x10 |
| TArray<AActor*> GetComponentChildActorsOfType(USceneComponent* ParentComponent, TSubclassOf<AActor> Type) | FinalNative+2 flags | | 0x20 |
| void ForceUpdateOverlaps(UPrimitiveComponent* PrimitiveComponent) | FinalNative+2 flags | | 0x08 |
| bool ForceModify(AActor* Actor) | FinalNative+2 flags | | 0x09 |
| USceneComponent* FindSocketOwnerComponentOnActor(AActor* Actor, const FName& SocketName) | FinalNative+2 flags | | 0x18 |
| bool DoesSkeletalMeshUseNanite(USkeletalMeshComponent* SkeletalMeshComponent) | FinalNative+2 flags | | 0x09 |
| bool DoesPrimitiveComponentUseBaseMaterial(UPrimitiveComponent* Component, UMaterial* BaseMaterial) | FinalNative+2 flags | | 0x11 |
| URuntimeVirtualTextureComponent* CreateTransientRuntimeVirtualTextureComponent(AActor* Parent, URuntimeVirtualTexture* VirtualTexture) | FinalNative+2 flags | | 0x18 |
| void BlightHideRemediatedStaticMeshComponents(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& BlightedSMC, const TArray<TSoftObjectPtr<UStaticMesh>>& AssetsToHide, TSet<UStaticMeshComponent*>& AlreadyRemediatingSMCs, bool HideRemediatingBlight) | FinalNative+2 flags | | 0x71 |
| TArray<float> BlightCalculateFadeTimeOffsetsForDistances(const TArray<float>& Distances, const FFloatRange& FadeTimeRange, float RemediationPulseSpeed) | FinalNative+2 flags | | 0x38 |
| void AsyncLoadAndApplyMaterial(const TSoftObjectPtr<UPrimitiveComponent>& SoftPrimitiveComponentPtr, int32 MaterialIndex, const TSoftObjectPtr<UMaterialInterface>& SoftMaterialPtr) | FinalNative+2 flags | | 0x58 |
| TSet<int32> AddInstanceIndicesToSet(UInstancedStaticMeshComponent* Component) | FinalNative+2 flags | | 0x58 |