| void UpdatePresetName(const FString& OldName, const FString& NewName) | FinalNative+1 flags | | 0x20 |
| void UpdateCustomizationPresetName(const FString& OldName, const FString& NewName) | FinalNative+1 flags | | 0x20 |
| void UnequipPresetFromSwatMember(const EEquippingSwat& SwatMember) | FinalNative+1 flags | | 0x01 |
| void SetSecondaryAttachment(TSubclassOf<UWeaponAttachment> WeaponAttachment, const EWeaponAttachmentType& AttachmentType) | FinalNative+1 flags | | 0x09 |
| void SetPrimaryAttachment(TSubclassOf<UWeaponAttachment> WeaponAttachment, const EWeaponAttachmentType& AttachmentType) | FinalNative+1 flags | | 0x09 |
| void SetArmorMaterial(UArmourMaterial* ArmorMaterial) | FinalNative+1 flags | | 0x08 |
| void SetArmorCoverage(const EArmourCoverage& ArmorCoverage) | FinalNative+1 flags | | 0x01 |
| void SetActiveSwatMember(const EEquippingSwat& SwatMember) | FinalNative+1 flags | | 0x01 |
| void SetActiveSecondarySkin(TSubclassOf<USkinComponent> Skin) | FinalNative+1 flags | | 0x08 |
| void SetActiveSecondary(TSubclassOf<ABaseWeapon> Secondary) | FinalNative+1 flags | | 0x08 |
| void SetActivePrimarySkin(TSubclassOf<USkinComponent> Skin) | FinalNative+1 flags | | 0x08 |
| void SetActivePrimary(TSubclassOf<ABaseWeapon> Primary) | FinalNative+1 flags | | 0x08 |
| void SetActiveNvgStyle(const ENVGStyle& NvgStyle) | FinalNative+1 flags | | 0x01 |
| void SetActiveLongTactical(TSubclassOf<ABaseItem> LongTactical) | FinalNative+1 flags | | 0x08 |
| void SetActiveLoadoutByName(const FString& LoadoutName) | FinalNative+1 flags | | 0x10 |
| void SetActiveLoadout(const FSavedLoadout& Loadout) | FinalNative+1 flags | | 0x2E8 |
| void SetActiveHelmetMount(TSubclassOf<ABaseItem> HelmetMount) | FinalNative+1 flags | | 0x08 |
| void SetActiveHeadwear(TSubclassOf<ABaseItem> Headwear) | FinalNative+1 flags | | 0x08 |
| void SetActiveFacewear(TSubclassOf<ABaseItem> Facewear) | FinalNative+1 flags | | 0x08 |
| void SetActiveBodyArmor(TSubclassOf<ABaseItem> Armor) | FinalNative+1 flags | | 0x08 |
| void SavePreset(const FString& Name, bool bSaveCustomization) | FinalNative+1 flags | | 0x11 |
| void SaveCustomizationPreset(const FString& Name) | FinalNative+1 flags | | 0x10 |
| void SanitizeActiveLoadout() | FinalNative+1 flags | | 0x00 |
| void ResetLoadoutToDefault() | FinalNative+1 flags | | 0x00 |
| void ResetCustomizationToDefault() | FinalNative+1 flags | | 0x00 |
| EEquippingSwat PreviousActiveSwatMember() | FinalNative+1 flags | | 0x01 |
| void OnPresetApplied__DelegateSignature(const FString& Name, FSavedLoadout& Loadout) | Public | | 0x2F8 |
| void OnCustomizationPresetApplied__DelegateSignature(const FString& Name) | Public | | 0x10 |
| void OnAvailablePresetsChanged__DelegateSignature() | Public | | 0x00 |
| EEquippingSwat NextActiveSwatMember() | FinalNative+1 flags | | 0x01 |
| bool ItemIsInActiveLoadout(TSubclassOf<ABaseItem> Item) | FinalNative+1 flags | | 0x09 |
| bool IsCurrentCustomizationPresetDirty() | FinalNative+1 flags | | 0x01 |
| void IncrementTacticalSlotCount(TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x08 |
| void IncrementSecondarySlotCount(const FName& AmmoType) | FinalNative+1 flags | | 0x08 |
| void IncrementPrimarySlotCount(const FName& AmmoType) | FinalNative+1 flags | | 0x08 |
| void IncrementGrenadeSlotCount(TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x08 |
| int32 GetTacticalSlotCount(TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x0C |
| UWeaponAttachment* GetStoredAttachmentByWeaponAndType(TSubclassOf<ABaseWeapon> Weapon, const EWeaponAttachmentType& Type) | FinalNative+1 flags | | 0x18 |
| int32 GetSlotCount(TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x0C |
| TSoftObjectPtr<UTexture2D> GetSecondaryWeaponImage(ABaseItem* Item) | FinalNative+1 flags | | 0x30 |
| int32 GetSecondarySlotCount(const FName& AmmoType) | FinalNative+1 flags | | 0x0C |
| TArray<FName> GetSecondaryAmmoTypes() | FinalNative+1 flags | | 0x10 |
| TSoftObjectPtr<UTexture2D> GetPrimaryWeaponImage(ABaseItem* Item) | FinalNative+1 flags | | 0x30 |
| int32 GetPrimarySlotCount(const FName& AmmoType) | FinalNative+1 flags | | 0x0C |
| TArray<FName> GetPrimaryAmmoTypes() | FinalNative+1 flags | | 0x10 |
| int32 GetPreviewTacticalSlotCount(const FSavedLoadout& PreviewLoadout, TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x2F4 |
| int32 GetPreviewSlotCount(const FSavedLoadout& PreviewLoadout, TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x2F4 |
| int32 GetPreviewSecondarySlotCount(const FSavedLoadout& PreviewLoadout, const FName& AmmoType) | FinalNative+1 flags | | 0x2F4 |
| int32 GetPreviewPrimarySlotCount(const FSavedLoadout& PreviewLoadout, const FName& AmmoType) | FinalNative+1 flags | | 0x2F4 |
| int32 GetPreviewMaximumSlotCount(const FSavedLoadout& PreviewLoadout) | FinalNative+1 flags | | 0x2EC |
| int32 GetPreviewGrenadeSlotCount(const FSavedLoadout& PreviewLoadout, TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x2F4 |
| int32 GetPreviewCurrentSlotCount(const FSavedLoadout& PreviewLoadout) | FinalNative+1 flags | | 0x2EC |
| FSavedLoadout GetPreset(const FString& Name) | FinalNative+1 flags | | 0x2F8 |
| FText GetNextDefaultPresetName(const TArray<FString>& PresetNames) | FinalNative+1 flags | | 0x28 |
| int32 GetMaximumSlotCount() | FinalNative+1 flags | | 0x04 |
| TSoftObjectPtr<UTexture2D> GetLongTacticalItemImage(ABaseItem* Item) | FinalNative+1 flags | | 0x30 |
| TArray<ABaseItem*> GetItemsByLoadoutCategory(const ELoadoutCategory& LoadoutCategory) | FinalNative+1 flags | | 0x18 |
| TArray<ABaseItem*> GetHelmetMounts() | FinalNative+1 flags | | 0x10 |
| TArray<ABaseItem*> GetHeadwears() | FinalNative+1 flags | | 0x10 |
| TSoftObjectPtr<UTexture2D> GetHeadwearItemImage(ABaseItem* Item) | FinalNative+1 flags | | 0x30 |
| int32 GetGrenadeSlotCount(TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x0C |
| TArray<ABaseItem*> GetFacewears() | FinalNative+1 flags | | 0x10 |
| FText GetDefaultPresetName() | FinalNative+1 flags | | 0x18 |
| FSavedLoadout GetDefaultPreset() | FinalNative+1 flags | | 0x2E8 |
| FText GetDefaultCustomizationPresetName() | FinalNative+1 flags | | 0x18 |
| TArray<FString> GetCustomizationPresetNames() | FinalNative+1 flags | | 0x10 |
| FString GetCustomizationPresetBySwat(const EEquippingSwat& SwatMember) | FinalNative+1 flags | | 0x18 |
| int32 GetCurrentSlotCount() | FinalNative+1 flags | | 0x04 |
| FText GetCurrentPresetDisplayName() | FinalNative+1 flags | | 0x18 |
| FString GetCurrentCustomizationPresetName() | FinalNative+1 flags | | 0x10 |
| TArray<ABaseItem*> GetBodyArmors() | FinalNative+1 flags | | 0x10 |
| TSoftObjectPtr<UTexture2D> GetBodyArmorItemImage(ABaseItem* Item) | FinalNative+1 flags | | 0x30 |
| TArray<EWeaponAttachmentType> GetAvailableAttachmentTypesByWeapon(TSubclassOf<ABaseWeapon> BaseWeapon) | FinalNative+1 flags | | 0x18 |
| TArray<TSubclassOf<UWeaponAttachment>> GetAttachmentByWeaponAndType(ABaseWeapon* Weapon, const EWeaponAttachmentType& Type) | FinalNative+1 flags | | 0x20 |
| TArray<UArmourMaterial*> GetArmorMaterials() | FinalNative+1 flags | | 0x10 |
| FText GetArmorCoverageText(const EArmourCoverage& Coverage) | FinalNative+1 flags | | 0x20 |
| EArmourCoverage GetArmorCoverage() | FinalNative+1 flags | | 0x01 |
| FText GetAmmunitionDisplayName(const FName& AmmunitionName) | FinalNative+1 flags | | 0x20 |
| FText GetAmmunitionDescription(const FName& AmmunitionName) | FinalNative+1 flags | | 0x20 |
| FText GetAmmunitionCaliber(const FName& AmmunitionName) | FinalNative+1 flags | | 0x20 |
| TArray<FString> GetAllPresetNames() | FinalNative+1 flags | | 0x10 |
| FString GetActiveSwatMemberLabel() | FinalNative+1 flags | | 0x10 |
| EEquippingSwat GetActiveSwatMember() | FinalNative+1 flags | | 0x01 |
| TSubclassOf<UWeaponAttachment> GetActiveSecondaryAttachmentByType(const EWeaponAttachmentType& AttachmentType) | FinalNative+1 flags | | 0x10 |
| TSubclassOf<ABaseWeapon> GetActiveSecondary() | FinalNative+1 flags | | 0x08 |
| TSubclassOf<UWeaponAttachment> GetActivePrimaryAttachmentByType(const EWeaponAttachmentType& AttachmentType) | FinalNative+1 flags | | 0x10 |
| TSubclassOf<ABaseWeapon> GetActivePrimary() | FinalNative+1 flags | | 0x08 |
| ENVGStyle GetActiveNvgStyle() | FinalNative+1 flags | | 0x01 |
| TSubclassOf<ABaseItem> GetActiveLongTactical() | FinalNative+1 flags | | 0x08 |
| FSavedLoadout GetActiveLoadout() | FinalNative+1 flags | | 0x2E8 |
| TSubclassOf<ABaseItem> GetActiveHelmetMount() | FinalNative+1 flags | | 0x08 |
| TSubclassOf<ABaseItem> GetActiveHeadwear() | FinalNative+1 flags | | 0x08 |
| TSubclassOf<ABaseItem> GetActiveFacewear() | FinalNative+1 flags | | 0x08 |
| TSubclassOf<ABaseItem> GetActiveBodyArmor() | FinalNative+1 flags | | 0x08 |
| UArmourMaterial* GetActiveArmorMaterial() | FinalNative+1 flags | | 0x08 |
| EEquippingSwat FStringToEquippingSwat(const FString& Name) | FinalNative+1 flags | | 0x11 |
| void DoSaveLoadout(const EEquippingSwat& SwatMember, const FSavedLoadout& Loadout) | FinalNative+1 flags | | 0x2F0 |
| void DoSaveActiveLoadout() | FinalNative+1 flags | | 0x00 |
| void DeletePreset(const FString& Name) | FinalNative+1 flags | | 0x10 |
| void DeleteCustomizationPreset(const FString& Name) | FinalNative+1 flags | | 0x10 |
| void DecrementTacticalSlotCount(TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x08 |
| void DecrementSecondarySlotCount(const FName& AmmoType) | FinalNative+1 flags | | 0x08 |
| void DecrementPrimarySlotCount(const FName& AmmoType) | FinalNative+1 flags | | 0x08 |
| void DecrementGrenadeSlotCount(TSubclassOf<ABaseItem> SlotItem) | FinalNative+1 flags | | 0x08 |
| void CustomizationPresetsChanged() | FinalNative+1 flags | | 0x00 |
| void CustomizationPresetApplied(const FString& Name) | FinalNative+1 flags | | 0x10 |
| bool AttachmentIsEquipped(TSubclassOf<UWeaponAttachment> WeaponAttachment, const EWeaponAttachmentType& AttachmentType) | FinalNative+1 flags | | 0x0A |
| void ApplyPreset(const FString& Name) | FinalNative+1 flags | | 0x10 |
| void ApplyCustomizationPreset(const FString& Name) | FinalNative+1 flags | | 0x10 |