| void RemoveHoldCommand(const ETeamType& TeamType) | FinalNative+1 flags | | 0x01 |
| void PlaySwatCommandVoiceLine(const FString& VoiceLine, const FString& OverrideSpearkerName, bool bTeamPrefix) | FinalNative+1 flags | | 0x21 |
| void OnTrailerSearchComplete(UBaseActivity* Activity, ACyberneticController* Controller) | FinalNative+1 flags | | 0x10 |
| void OnSwatFinishedRoomSearch(USearchAndSecureActivity* SearchAndSecureActivity, Adoor* BreachedDoor) | FinalNative+1 flags | | 0x10 |
| void OnSwatFinishedClearing(UTeamBreachAndClearActivity* BreachAndClearActivity, bool bAuto) | FinalNative+1 flags | | 0x09 |
| void OnLeaderToggledNightvision(AReadyOrNotCharacter* Character, bool bOn) | FinalNative+1 flags | | 0x09 |
| void OnActivityStarted(UBaseActivity* Activity, ACyberneticController* OwningController) | FinalNative+1 flags | | 0x10 |
| bool IsSWATTeamHoldingPosition(const ETeamType& Team) | FinalNative+1 flags | | 0x02 |
| bool IsSWATTeamDead(const ETeamType& Team) | FinalNative+1 flags | | 0x02 |
| bool IsCharacterKnownEnemy(AReadyOrNotCharacter* InCharacter) | FinalNative+1 flags | | 0x09 |
| void GiveWedgeDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal) | FinalNative+1 flags | | 0x40 |
| void GiveStackUpCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal, bool bCheckDoor, const EStackUpStyle& StackUpStyle) | FinalNative+1 flags | | 0x42 |
| void GiveSearchAndSecureCommand_Individual(AActor* Target, const FVector& CommandLocation, bool bOnlyCurrentRoom) | FinalNative+1 flags | | 0x21 |
| void GiveSearchAndSecureCommand(const ETeamType& TeamType, const FVector& CommandLocation, bool bOnlyCurrentRoom) | FinalNative+1 flags | | 0x21 |
| void GiveScanDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const EDoorScanMethod& ScanMethod) | FinalNative+1 flags | | 0x29 |
| void GiveRestrainCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x28 |
| void GiveReportTargetCommand(AActor* Target, const ETeamType& TeamType) | FinalNative+1 flags | | 0x09 |
| void GiveRemoveWedgeCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal) | FinalNative+1 flags | | 0x40 |
| void GivePickLockCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x28 |
| void GiveOpenDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x28 |
| void GiveMoveCommand(const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x20 |
| void GiveHoldCommand(const ETeamType& TeamType) | FinalNative+1 flags | | 0x01 |
| void GiveFallInCommand(const ETeamType& TeamType, const EFallInPattern& FallInPattern) | FinalNative+1 flags | | 0x02 |
| void GiveDropChemlightAtLocation(const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x20 |
| void GiveDisarmTrapOnDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x28 |
| void GiveDisarmStandaloneTrapCommand(AActor* Target, const ETeamType& TeamType) | FinalNative+1 flags | | 0x09 |
| void GiveDeployShield(const ETeamType& TeamType) | FinalNative+1 flags | | 0x01 |
| void GiveDeployNonLethalItemAtTargetCommand(AReadyOrNotCharacter* Target, const ETeamType& TeamType, const EItemCategory& Item) | FinalNative+1 flags | | 0x0A |
| void GiveDeployGrenadeAtLocation(const ETeamType& TeamType, const FVector& CommandLocation, TSubclassOf<ABaseGrenade> Grenade) | FinalNative+1 flags | | 0x28 |
| void GiveCoverAreaCommand(const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x20 |
| void GiveCollectEvidenceCommand(AActor* Target, const ETeamType& TeamType) | FinalNative+1 flags | | 0x09 |
| void GiveCloseDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation) | FinalNative+1 flags | | 0x28 |
| void GiveCheckForTrapsCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal) | FinalNative+1 flags | | 0x40 |
| void GiveCheckForContactsCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal) | FinalNative+1 flags | | 0x40 |
| void GiveBreachAndClearCommand(Adoor* door, const EDoorBreachType& DoorBreachType, const ETeamType& TeamType, const FVector& CommandLocation, TSubclassOf<ABaseItem> DoorBreachItemClass, TSubclassOf<ABaseItem> DoorUseItemClass, bool bWithLeader, bool bWithLeaderItem, bool bAutoClear, bool bLastAutoClear, const EStackUpStyle& CustomStackUpStyle, bool bIsSWATCommand) | FinalNative+1 flags | | 0x3E |
| TArray<ASWATCharacter*> GetSwatTeam() | FinalNative+1 flags | | 0x10 |
| TArray<ASWATCharacter*> GetSWATSortedByDistanceToLocationV2(const FVector& Location, const TArray<ASWATCharacter*>& ExcludedSwat, const ETeamType& FilterTeam, bool bAscendingOrder) | FinalNative+1 flags | | 0x40 |
| TArray<ASWATCharacter*> GetSWATSortedByDistanceToLocation(const FVector& Location, const ETeamType& FilterTeam, Adoor* StackUpDoor, bool bAscendingOrder) | FinalNative+1 flags | | 0x40 |
| uint8 GetSWATCount() | FinalNative+1 flags | | 0x01 |
| ASWATCharacter* GetSwatCharacterAtSquadPosition(const ESquadPosition& InSquadPosition) | FinalNative+1 flags | | 0x10 |
| AReadyOrNotCharacter* GetSquadLeader() | FinalNative+1 flags | | 0x08 |
| ESwatCommand GetQueuedSwatCommandForSquadPosition(const ESquadPosition& SquadPosition) | FinalNative+1 flags | | 0x02 |
| FVector GetAverageSwatLocation() | FinalNative+1 flags | | 0x18 |
| bool CanGiveActivityToSWAT(ASWATCharacter* swat, const ETeamType& Team) | FinalNative+1 flags | | 0x0A |