| void UpdateWorkbenchItemAttachments() | FinalNative+1 flags | | 0x00 |
| void UpdateWeaponPresets(TSubclassOf<ABaseItem> Weapon, const FSavedWeaponPreset& Presets) | FinalNative+1 flags | | 0x18 |
| void UpdateWeaponPreset(TSubclassOf<ABaseItem> Weapon, const FWeaponPreset& PresetData, int32 Index) | FinalNative+1 flags | | 0x74 |
| void UpdateWeaponDefaultFireMode(TSubclassOf<ABaseWeapon> Weapon, const EFireMode& NewDefaultFireMode) | FinalNative+1 flags | | 0x09 |
| void UpdatePreviewWeaponSkin(bool IsSecondary, TSubclassOf<USkinComponent> SkinAttachment) | FinalNative+1 flags | | 0x10 |
| void UpdatePreviewWeaponAttachments(bool IsSecondary, TSubclassOf<UWeaponAttachment> Attachment) | FinalNative+1 flags | | 0x10 |
| void UpdatePreviewCharacterSecondary() | FinalNative+1 flags | | 0x00 |
| void UpdatePreviewCharacterPrimary() | FinalNative+1 flags | | 0x00 |
| void UpdatePreviewCharacterLongTactical() | FinalNative+1 flags | | 0x00 |
| void UpdatePreviewCharacterHeadwear() | FinalNative+1 flags | | 0x00 |
| void UpdatePreviewCharacterArmour() | FinalNative+1 flags | | 0x00 |
| void UpdatePreviewCharacter(AReadyOrNotPlayerState* InPreviewPlayerState, const FName& Tag) | FinalNative+1 flags | | 0x10 |
| bool ShouldShowLoadout() | FinalNative+1 flags | | 0x01 |
| void SetWorkbenchItemClass(TSubclassOf<ABaseItem> Item, const FName& Tag) | FinalNative+1 flags | | 0x10 |
| void SetSubcategory(const EPreMissionSubCategory& NewSubCategory) | FinalNative+1 flags | | 0x01 |
| void SetSecondaryWeapon(const FWeaponData& WeaponData) | FinalNative+1 flags | | 0xB8 |
| void SetSecondaryUnderbarrelAttachment(TSubclassOf<UWeaponAttachment> UnderbarrelAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondaryStockAttachment(TSubclassOf<UWeaponAttachment> StockAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondarySkinAttachment(TSubclassOf<USkinComponent> SkinAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondaryScopeAttachment(TSubclassOf<UWeaponAttachment> ScopeAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondaryOverbarrelAttachment(TSubclassOf<UWeaponAttachment> OverbarrelAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondaryMuzzleAttachment(TSubclassOf<UWeaponAttachment> MuzzleAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondaryIlluminatorAttachment(TSubclassOf<UWeaponAttachment> IlluminatorAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondaryGripAttachment(TSubclassOf<UWeaponAttachment> GripAttachment) | FinalNative+1 flags | | 0x08 |
| void SetSecondaryAmmunitionAttachment(TSubclassOf<UWeaponAttachment> AmmunitionAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryWeapon(const FWeaponData& WeaponData) | FinalNative+1 flags | | 0xB8 |
| void SetPrimaryUnderbarrelAttachment(TSubclassOf<UWeaponAttachment> UnderbarrelAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryStockAttachment(TSubclassOf<UWeaponAttachment> StockAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimarySkinAttachment(TSubclassOf<USkinComponent> SkinAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryScopeAttachment(TSubclassOf<UWeaponAttachment> ScopeAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryOverbarrelAttachment(TSubclassOf<UWeaponAttachment> OverbarrelAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryMuzzleAttachment(TSubclassOf<UWeaponAttachment> MuzzleAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryIlluminatorAttachment(TSubclassOf<UWeaponAttachment> IlluminatorAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryGripAttachment(TSubclassOf<UWeaponAttachment> GripAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPrimaryAmmunitionAttachment(TSubclassOf<UWeaponAttachment> AmmunitionAttachment) | FinalNative+1 flags | | 0x08 |
| void SetPlayerSkin(TSubclassOf<USkinComponent> SkinCompClass) | FinalNative+1 flags | | 0x08 |
| void SetLongTactical(TSubclassOf<ABaseItem> LongTactical) | FinalNative+1 flags | | 0x08 |
| void SetLockInput(bool bShouldLockInput) | FinalNative+1 flags | | 0x01 |
| void SetLightColorByTag(const FName& Tag, const FLinearColor& Color) | FinalNative+1 flags | | 0x18 |
| void SetItem_V2(const EItemClass& ItemClass, TSubclassOf<ABaseItem> ItemObjectClass) | FinalNative+1 flags | | 0x10 |
| void SetItem(const EItemType& ItemType, TSubclassOf<ABaseItem> ItemClass) | FinalNative+1 flags | | 0x10 |
| void SetHeadwear(TSubclassOf<ABaseItem> Headwear) | FinalNative+1 flags | | 0x08 |
| void SetEquippingSwatMember(const EEquippingSwat& NewEquippingSwat, AReadyOrNotPlayerState* NewEquippingPlayerState) | FinalNative+1 flags | | 0x10 |
| void SetBodyArmour(TSubclassOf<ABaseItem> BodyArmour) | FinalNative+1 flags | | 0x08 |
| bool SetActiveCameraByTag(const FName& Tag, float BlendTime) | FinalNative+1 flags | | 0x0D |
| void SaveWeaponPresets() | FinalNative+1 flags | | 0x00 |
| void SaveWeaponDefaultFireMode() | FinalNative+1 flags | | 0x00 |
| void SaveWeaponAttachments() | FinalNative+1 flags | | 0x00 |
| void SaveLoadoutPresets() | FinalNative+1 flags | | 0x00 |
| void SaveItemClassAsSlot(const EItemType& ItemType, TSubclassOf<ABaseItem> Class) | FinalNative+1 flags | | 0x10 |
| void SaveActiveLoadout() | FinalNative+1 flags | | 0x00 |
| void PlayAnimationOnQuartermaster(const FName& Animation) | FinalNative+1 flags | | 0x08 |
| void PlayAnimationOnPreviewCharacterByName(const FName& Animation) | FinalNative+1 flags | | 0x08 |
| void PlayAnimationOnPreviewCharacter(const FString& Animation) | FinalNative+1 flags | | 0x10 |
| void OnWeaponDefaultFireModesLoaded() | EventPublic | | 0x00 |
| void OnSwatCharacterChanged() | EventPublic | | 0x00 |
| void OnRequestRefresh__DelegateSignature() | Public | | 0x00 |
| void OnRequestLoadoutWidget() | EventPublic | | 0x00 |
| void OnRequestCamera() | EventPublic | | 0x00 |
| void OnLoadoutSaved() | EventPublic | | 0x00 |
| void OnLoadoutPresetsSaved() | EventPublic | | 0x00 |
| void OnLoadoutPresetsLoaded() | EventPublic | | 0x00 |
| void OnLoadoutLoaded() | EventPublic | | 0x00 |
| void OnLoadoutItemPresetsSaved() | EventPublic | | 0x00 |
| void OnLoadoutItemPresetsLoaded() | EventPublic | | 0x00 |
| void OnLoadoutItemAttachmentsSaved() | EventPublic | | 0x00 |
| void OnLoadoutItemAttachmentsLoaded() | EventPublic | | 0x00 |
| void LoadWeaponPresets() | FinalNative+1 flags | | 0x00 |
| void LoadWeaponDefaultFireModes() | FinalNative+1 flags | | 0x00 |
| void LoadWeaponAttachments() | FinalNative+1 flags | | 0x00 |
| void LoadLoadoutPresets() | FinalNative+1 flags | | 0x00 |
| EItemType ItemClassToItemType(const EItemClass& InItemClass) | FinalNative+1 flags | | 0x02 |
| bool IsInLobby() | FinalNative+1 flags | | 0x01 |
| bool IsAnyWeaponVisible() | FinalNative+1 flags | | 0x01 |
| void Init(bool bReadOnly, const FSavedLoadout& PreviewLoadout) | FinalNative+1 flags | | 0x2F0 |
| void HideWeapons(bool bHidePrimary, bool bHideSecondary, float Delay) | FinalNative+1 flags | | 0x08 |
| void HideSecondary(bool bIsHidden) | FinalNative+1 flags | | 0x01 |
| void HidePrimary(bool bIsHidden) | FinalNative+1 flags | | 0x01 |
| FSavedWeaponPreset GetWeaponPresetsData(TSubclassOf<ABaseItem> Weapon) | FinalNative+1 flags | | 0x18 |
| FWeaponPreset GetWeaponPresetData(TSubclassOf<ABaseItem> Weapon, int32 Index) | FinalNative+1 flags | | 0x78 |
| EPreMissionSubCategory GetSubcategory() | FinalNative+1 flags | | 0x01 |
| UPremissionPlanning* GetPremissionPlanning() | FinalNative+2 flags | | 0x08 |
| TSubclassOf<ABaseItem> GetLastItemInSlot(const EItemType& ItemType) | FinalNative+1 flags | | 0x10 |
| FSavedWeaponAttachmentData GetItemAttachmentData(TSubclassOf<ABaseItem> Weapon) | FinalNative+1 flags | | 0x60 |
| bool GetInputLocked() | FinalNative+1 flags | | 0x01 |
| void GetEquippingSwatMember(const EEquippingSwat& EquippingSwat) | FinalNative+1 flags | | 0x01 |
| AReadyOrNotCharacter* GetDefaultPreviewCharacter() | FinalNative+1 flags | | 0x08 |
| TArray<TSubclassOf<USkinComponent>> GetAvailablePlayerSkins() | FinalNative+1 flags | | 0x10 |
| void EquipSecondary() | FinalNative+1 flags | | 0x00 |
| void EquipPrimary() | FinalNative+1 flags | | 0x00 |
| void DoSaveLoadout(const EEquippingSwat& SwatMember, const FSavedLoadout& Loadout) | FinalNative+1 flags | | 0x2F0 |
| void DoPrimaryWeaponPreviewBlend() | FinalNative+1 flags | | 0x00 |
| void ConfirmLoadout() | FinalNative+1 flags | | 0x00 |
| void ClearPreviewWeaponSkin(bool IsSecondary) | FinalNative+1 flags | | 0x01 |
| void CleanSecondaryGun() | FinalNative+1 flags | | 0x00 |
| void CleanPrimaryGun() | FinalNative+1 flags | | 0x00 |
| void AttachSecondaryToSocket(const FName& Socket) | FinalNative+1 flags | | 0x08 |
| void AttachPrimaryToSocket(const FName& Socket) | FinalNative+1 flags | | 0x08 |