| void UpdateCharacterMovementSnapshot(FTransform& WorldTransform, const FVector& WorldVelocity, const FVector& WorldAcceleration, bool bIsOnGround, float RootYawOffset, FAnimCharacterMovementSnapshot& Snapshot) | FinalNative+2 flags | | 0x180 |
| UAnimSequence* SelectAnimForCardinalDirection(const EAnimCardinalDirection& CardinalDirection, FCardinalDirectionAnimSet& AnimSet) | FinalNative+2 flags | | 0x30 |
| FVector PredictGroundMovementStopLocation(FAnimCharacterMovementSnapshot& MovementSnapshot, FAnimCharacterMovementPredictionSnapshot& PredictionSnapshot) | FinalNative+2 flags | | 0x120 |
| FVector PredictGroundMovementPivotLocation(FAnimCharacterMovementSnapshot& MovementSnapshot, float GroundFriction) | FinalNative+2 flags | | 0x108 |
| EAnimCardinalDirection GetCardinalDirectionFromAngle(const EAnimCardinalDirection& PreviousCardinalDirection, float DirectionAngleInDegrees, float DeadZoneAngle) | FinalNative+2 flags | | 0x0D |
| float CalculateDirAngle(const FVector& CurVel, const FRotator& CurActorRotation, const FRotator& DirRotation, float ClampMin, float ClampMax, float CurDirAngle) | FinalNative+2 flags | | 0x58 |