| void OnWeaponTacticalReload(APlayerCharacter* DelegatePlayerCharacter) | FinalNative+1 flags | | 0x08 |
| void OnWeaponSwitchAmmoType(APlayerCharacter* DelegatePlayerCharacter) | FinalNative+1 flags | | 0x08 |
| void OnWeaponReload(APlayerCharacter* DelegatePlayerCharacter) | FinalNative+1 flags | | 0x08 |
| void OnWeaponFireModeChanged(APlayerCharacter* DelegatePlayerCharacter, const EFireMode& newFireMode, const EFireMode& LastFireMode) | FinalNative+1 flags | | 0x0A |
| void OnWeaponFire(AReadyOrNotCharacter* Character, ABaseMagazineWeapon* Weapon, const FVector& fireDirection) | FinalNative+1 flags | | 0x28 |
| void OnTeamViewSet(AReadyOrNotCharacter* NewViewCharacter) | FinalNative+1 flags | | 0x08 |
| void OnTargetHit(ATrainingTarget* Target) | FinalNative+1 flags | | 0x08 |
| void OnTabletOpened() | FinalNative+1 flags | | 0x00 |
| void OnSwatElementChangedGamepad(const ETeamType& TeamType) | FinalNative+1 flags | | 0x01 |
| void OnSwatElementChanged(const ETeamType& TeamType) | FinalNative+1 flags | | 0x01 |
| void OnSwatCommandQueuedGamepad(const FQueuedSwatCommand& QueuedSwatCommand, const ETeamType& TeamType) | FinalNative+1 flags | | 0x149 |
| void OnSwatCommandQueued(const FQueuedSwatCommand& QueuedSwatCommand, const ETeamType& TeamType) | FinalNative+1 flags | | 0x149 |
| void OnSwatCommandIssuedGamepad(const ESwatCommand& SwatCommand, const ETeamType& TeamType, AActor* ContextActor) | FinalNative+1 flags | | 0x10 |
| void OnSwatCommandIssued(const ESwatCommand& SwatCommand, const ETeamType& TeamType, AActor* ContextActor) | FinalNative+1 flags | | 0x10 |
| void OnNightVisionGogglesToggled(AReadyOrNotCharacter* Character, bool bOn) | FinalNative+1 flags | | 0x09 |
| void OnItemUseStart(ABaseItem* Item) | FinalNative+1 flags | | 0x08 |
| void OnItemUseCompleted(ABaseItem* Item) | FinalNative+1 flags | | 0x08 |
| void OnItemHolstered(ABaseItem* Item) | FinalNative+1 flags | | 0x08 |
| void OnItemEquipped(ABaseItem* Item) | FinalNative+1 flags | | 0x08 |
| void OnInteract(UInteractableComponent* InteractableComponent) | FinalNative+1 flags | | 0x08 |
| void OnExfiltrateMission() | FinalNative+1 flags | | 0x00 |
| void OnEvidenceCollected(AActor* Evidence) | FinalNative+1 flags | | 0x08 |
| void OnDoorKicked(Adoor* door, AReadyOrNotCharacter* InstigatorCharacter, bool bSuccess) | FinalNative+1 flags | | 0x11 |
| void OnChemlightThrown(APlayerCharacter* DelegatePlayerCharacter) | FinalNative+1 flags | | 0x08 |
| void OnCharacterMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity) | FinalNative+1 flags | | 0x38 |
| void OnCharacterKilled(AReadyOrNotCharacter* Character, AReadyOrNotCharacter* KilledBy) | FinalNative+1 flags | | 0x10 |
| void OnCharacterArrested(AReadyOrNotCharacter* Character, AReadyOrNotCharacter* ArrestedBy) | FinalNative+1 flags | | 0x10 |
| void OnCantedSightToggled(bool bUsingCantedSight) | FinalNative+1 flags | | 0x01 |
| void OnAttachmentLightToggled() | FinalNative+1 flags | | 0x00 |
| bool IsComplete() | FinalNative+1 flags | | 0x01 |
| void CompleteActivity() | FinalNative+1 flags | | 0x00 |