| bool ToggleDebugEditMode() | FinalNative+1 flags | | 0x01 |
| void TestUniqueStalker() | FinalNative+1 flags | | 0x00 |
| void TestMoveTo_AIState(const FVector& InVector) | FinalNative+1 flags | | 0x0C |
| void TestFollowStalker() | FinalNative+1 flags | | 0x00 |
| void TestFollowForceMainFollow() | FinalNative+1 flags | | 0x00 |
| void TestFollowFastTravel() | FinalNative+1 flags | | 0x00 |
| void TestFollowDate() | FinalNative+1 flags | | 0x00 |
| void TestFollowChocoboFree() | FinalNative+1 flags | | 0x00 |
| void StartFollowBackwardLeaveLeaderToPoint_Test() | FinalNative+1 flags | | 0x00 |
| void SetVisibilityWeapon(bool bVisible, const EWeaponSlot& weaponSlotType) | FinalNative+1 flags | | 0x02 |
| void SetSpecialStatusStateChangeID(const EEndBattleSpecialStatusChangeType& Type, const FName& stateChangeID, const FName& paramID) | FinalNative+1 flags | | 0x14 |
| void SetPushCollisionEnable(const FName& partId, bool Enable) | FinalNative+1 flags | | 0x09 |
| void SetOverrideUpperAnim(const FName& InName, const FName& InInterIn, const FName& InInterOut) | FinalNative+1 flags | | 0x18 |
| void SetOverrideKeepFromAbility(const FName& InAbilityName) | FinalNative+1 flags | | 0x08 |
| void SetOverrideKeep(int32 InKeep) | FinalNative+1 flags | | 0x04 |
| void SetOverrideActiveAimAngle(const FVector2D& ActiveYawRange, const FVector2D& ActivePitchRange) | FinalNative+1 flags | | 0x10 |
| void SetOverrideAbilityKeep(int32 Value) | FinalNative+1 flags | | 0x04 |
| void SetMeshDisp(bool InDisp) | FinalNative+1 flags | | 0x01 |
| void SetHPPercent(int32 Percent) | FinalNative+1 flags | | 0x04 |
| void SetForceDefaultCollisionSetting() | FinalNative+1 flags | | 0x00 |
| void SetEnabledUpdateAimLocation(bool bEnabled) | FinalNative+1 flags | | 0x01 |
| void SetDisableSuspendAction(bool Disable) | FinalNative+1 flags | | 0x01 |
| void SetDisableResidualParticlesAbility(bool Disable) | FinalNative+1 flags | | 0x01 |
| void SetDisableReaction(bool Disable) | FinalNative+1 flags | | 0x01 |
| void SetCharacterRotation(const FRotator& InRotation) | FinalNative+1 flags | | 0x0C |
| void SetCharacterLocation(const FVector& InLocation, bool bTeleportPhysics) | FinalNative+1 flags | | 0x0D |
| void SetCapturableBySummon(bool Flag) | FinalNative+1 flags | | 0x01 |
| void SetBattleSafeTransform(bool bEnable) | FinalNative+1 flags | | 0x01 |
| void SendBPMessageToBattleScene(AEndCharacter* SendCharacter, const FName& Message) | FinalNative+1 flags | | 0x10 |
| void ResetTrans() | FinalNative+1 flags | | 0x00 |
| void ResetOverrideUpperAnim(bool InPlayEndAnim) | FinalNative+1 flags | | 0x01 |
| void ResetOverrideKeep() | FinalNative+1 flags | | 0x00 |
| void ResetOverrideActiveAimAngle() | FinalNative+1 flags | | 0x00 |
| bool RequestTrans(TSubclassOf<UEndAITransDefinition> TransDefinitionClass) | FinalNative+1 flags | | 0x09 |
| bool RequestTakeDamageCounterCombo(TSubclassOf<UEndAIComboDefinitionReactionCounter> ComboCounterDefinitionClass, AEndCharacter* CauserChara, const FName& AbilityId, const EEndBattleAbilityCommandType& CommandType, const FName& DamageSourceID) | FinalNative+1 flags | | 0x25 |
| bool RequestTakeDamageCounterAndMove(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, const FName& AbilityId, const EEndBattleAbilityCommandType& CommandType, const FName& DamageSourceID) | FinalNative+1 flags | | 0x2D |
| bool RequestTakeDamageCounter(TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, const FName& AbilityId, const EEndBattleAbilityCommandType& CommandType, const FName& DamageSourceID) | FinalNative+1 flags | | 0x25 |
| bool RequestReactionGuard(TSubclassOf<UEndAIGuardDefinitionReaction> GuardDefinitionClass, AEndCharacter* CauserChara, int32 HandleId) | FinalNative+1 flags | | 0x15 |
| bool RequestReactionCounterCombo(TSubclassOf<UEndAIComboDefinitionReactionCounter> ComboCounterDefinitionClass, AEndCharacter* CauserChara, int32 HandleId) | FinalNative+1 flags | | 0x15 |
| bool RequestReactionCounterAndMove(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, int32 HandleId) | FinalNative+1 flags | | 0x1D |
| bool RequestReactionCounter(TSubclassOf<UEndAIAbilityDefinitionReactionCounter> CounterDefinitionClass, AEndCharacter* CauserChara, int32 HandleId) | FinalNative+1 flags | | 0x15 |
| bool RequestReactionAvoid(TSubclassOf<UEndAIAvoidDefinitionReaction> AvoidDefinitionClass, AEndCharacter* CauserChara, int32 HandleId) | FinalNative+1 flags | | 0x15 |
| void RequestPlayBattleCameraSequence(const FName& CameraSequenceID, AEndCharacterBase* OwnerChara, AEndCharacterBase* HasResourceChara, AActor* TargetActor, bool bIsToRegisterSlaveViewOnly, float MassiveEnvironmentFrustrumScaleForMainPass) | FinalNative+1 flags | | 0x28 |
| FEndAIActionPackReturnInfo RequestGuardHitCounterPackArrayLot(const FName& DefenseID, bool bExecuteTiming, const TArray<TArray<FEndAIActionPackReturnInfo>>& ActionPackClassList, const TArray<FEndAIActionPackReturnInfo>& LotProbabilities) | FinalNative+1 flags | | 0x44 |
| FEndAIActionPackReturnInfo RequestGuardHitCounterPackArray(const FName& DefenseID, bool bExecuteTiming, const TArray<FEndAIActionPackReturnInfo>& ActionPackClassList) | FinalNative+1 flags | | 0x34 |
| FEndAIActionPackReturnInfo RequestGuardHitCounterPack(const FName& DefenseID, bool bExecuteTiming, TSubclassOf<UEndAIActionPackBase> ActionPackClass) | FinalNative+1 flags | | 0x2C |
| bool RequestGuardHitCounter(const FName& DefenseID, bool bExecuteTiming, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass) | FinalNative+1 flags | | 0x19 |
| bool RequestCombinationSpecial(TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass, bool bLast) | FinalNative+1 flags | | 0x0A |
| bool RequestCancelReactionAvoidToAction(TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass) | FinalNative+1 flags | | 0x09 |
| void RequestAttachSyncAction() | FinalNative+1 flags | | 0x00 |
| FEndAIActionPackReturnInfo RequestActionPackArrayLot(const TArray<TArray<FEndAIActionPackReturnInfo>>& ActionPackClassList, const TArray<FEndAIActionPackReturnInfo>& LotProbabilities) | FinalNative+1 flags | | 0x34 |
| FEndAIActionPackReturnInfo RequestActionPackArray(const TArray<FEndAIActionPackReturnInfo>& ActionPackClassList) | FinalNative+1 flags | | 0x24 |
| FEndAIActionPackReturnInfo RequestActionPack(TSubclassOf<UEndAIActionPackBase> ActionPackClass) | FinalNative+1 flags | | 0x1C |
| FEndAIActionPackReturnInfo RequestActionInterruptPackArrayLot(const TArray<TArray<FEndAIActionPackReturnInfo>>& ActionPackClassList, const TArray<FEndAIActionPackReturnInfo>& LotProbabilities) | FinalNative+1 flags | | 0x34 |
| FEndAIActionPackReturnInfo RequestActionInterruptPackArray(const TArray<FEndAIActionPackReturnInfo>& ActionPackClassList) | FinalNative+1 flags | | 0x24 |
| FEndAIActionPackReturnInfo RequestActionInterruptPack(TSubclassOf<UEndAIActionPackBase> ActionPackClass) | FinalNative+1 flags | | 0x1C |
| bool RequestActionInterrupt(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass) | FinalNative+1 flags | | 0x11 |
| bool RequestActionChild(TSubclassOf<UEndAIActionDefinitionBase> InActionDefinitionClass, const FName& ChildActionId) | FinalNative+1 flags | | 0x11 |
| bool RequestAction(TSubclassOf<UEndAIMoveDefinition> MoveDefinitionClass, TSubclassOf<UEndAIActionDefinitionBase> ActionDefinitionClass) | FinalNative+1 flags | | 0x11 |
| void RemoveSpecialStatusByID(const FName& ID) | FinalNative+1 flags | | 0x08 |
| void RemoveSpecialStateEffect(const FName& specialStateEffectID) | FinalNative+1 flags | | 0x08 |
| void RemoveAttachEffect(const FName& AttachSocketName, const FName& ResourceName, bool bDestroy) | FinalNative+1 flags | | 0x11 |
| int32 PlayBattleCameraSequence(const FName& SequenceID) | FinalNative+1 flags | | 0x0C |
| void OverrideDamageHitReactionID(const FName& AbilityId, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility, const FName& DamageSourceID, bool abilityFirstHit, AEndCharacter* causerCharacter, const FName& damageHitReactionID) | EventPublic | | 0x48 |
| void OnUseAbilityInvoke(const FName& AbilityId) | EventProtected | | 0x08 |
| void OnUseAbility(AEndCharacter* useCharacter, const FName& AbilityId) | EventPublic | | 0x10 |
| void OnUpdateBattle(float DeltaTime) | EventProtected | | 0x04 |
| void OnTakePartsDamage(const FName& BattleCharaPartsSpecID) | EventPublic | | 0x08 |
| void OnTakeDamageOverTime(int32 Damage) | EventPublic | | 0x04 |
| void OnTakeDamageInvoke(int32 Damage, AEndCharacter* InChara, const FName& InName, const EEndBattleAbilityCommandType& InCommandType, bool InBind, bool InGuard, const FName& InBoneName, bool InAttributeWeak, const FName& InDmgSrcID, const EEndBattleAttributeType& appendAttribute, float justHitRotYaw, const FVector& hitPosition, bool InHeal, bool InCounter, const FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource, bool useAbilityUCPC, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility) | EventProtected | | 0x90 |
| void OnTakeDamageHPFirstInvoke(AEndCharacter* causerCharacter, const FName& AbilityId, bool attributeWeak, const EEndBattleAbilityCommandType& AbilityCommandType, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility) | EventProtected | | 0x38 |
| void OnTakeDamageHPCutValueOver50First(AEndCharacter* causerCharacter, const FName& AbilityId, const FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility, int32 attackCount, const FEndDataObjectBattleDamageSourceAccessor& dataTableBattleDamageSource) | EventPublic | | 0x58 |
| void OnTakeAbilityInvoke(AEndCharacter* CauserChara, const FName& AbilityName, const EEndBattleAbilityCommandType& AbilityCommandType, const TArray<void>& AnimationNameList) | EventProtected | | 0x28 |
| void OnSystemMessage(const FString& InMessage) | EventPublic | | 0x10 |
| void OnSyncActionRescue(const FName& SyncActionID, AEndCharacter* targetChara) | EventPublic | | 0x10 |
| void OnSummonCutSceneEnd() | EventPublic | | 0x00 |
| void OnSummonCutSceneBegin() | EventPublic | | 0x00 |
| void OnStolen(AEndCharacter* causerCharacter) | EventPublic | | 0x08 |
| void OnStartSequencerPV_Test2() | FinalNative+1 flags | | 0x00 |
| void OnStartSequencerPV_Test() | FinalNative+1 flags | | 0x00 |
| void OnStartBattleInvoke() | EventPublic | | 0x00 |
| void OnSpecialStatusChange(const FName& SpecialStatusChangeID, const EEndBattleSpecialStatusChangeType& Type, const FName& ChangeID, const TArray<TArray<TArray<void>>>& Params, const TArray<TArray<void>>& ParamIDs, const TArray<void>& ParamActors) | EventPublic | | 0x48 |
| void OnSpecialStateEffectEvent(const FName& EventName) | EventPublic | | 0x08 |
| void OnRemoveStatusChangeID(const FName& statusChangeID) | EventProtected | | 0x08 |
| void OnReactionSensingTakeAbilityInvoke(AEndCharacter* CauserChara, int32 HandleId) | EventPublic | | 0x0C |
| void OnReactionSensingInvoke(AEndCharacter* CauserChara, int32 HandleId, const EEndBattleReactionNotificationType& NotificationType, const EEndBattleAttackDirectionType& AttackDirectionType) | EventPublic | | 0x0E |
| void OnPreTakeDamage(float justHitRotYaw, AEndCharacter* ownerCharacter, const FName& InName, const FName& hitBoneName, const FName& DamageSourceID, const FVector& hitPosition, int32 Damage, bool InGuard, const EEndBattleAttributeType& appendAttribute, const FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource, bool heal) | EventPublic | | 0x61 |
| void OnPrepareAsset() | EventPublic | | 0x00 |
| void OnPreEndBattleInvoke() | EventPublic | | 0x00 |
| void OnPreBurstBegin() | EventPublic | | 0x00 |
| void OnPlayBattleCameraSequence(int32 sequenceActorUID, const FName& battleCameraSequenceID) | EventPublic | | 0x0C |
| void OnPCDead(const EPlayerType& PlayerType, int32 alivePCNum) | EventPublic | | 0x08 |
| void OnPartsBreak(const FName& PartsID) | EventPublic | | 0x08 |
| void OnMotionStateMessageUpdate(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue, float InProgress, bool LatestContactWall, bool LatestContact) | EventPublic | | 0x1E |
| void OnMotionStateMessageEnd(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue) | EventPublic | | 0x18 |
| void OnMotionStateMessageBegin(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue, float InTotalDuration) | EventPublic | | 0x1C |
| void OnMotionMessageInvoke(const FName& InMotionName, const FName& InName, int32 InIntValue, float InFloatValue) | EventPublic | | 0x18 |
| void OnKilledInvoke(int32 Damage, AEndCharacter* InTarget, const FName& InName, bool InBind) | EventPublic | | 0x19 |
| void OnIncrementBattleCountPerID(const FName& TargetCharaName, const EEndBattleCountLogType& Type, const FName& ID, int32 Count) | EventPublic | | 0x18 |
| void OnHitDamageSource(const bool& outDestroySrcDamageSoruce, const FName& SrcDamageSourceID, const FName& HitDamageSourceID) | NativeEvent+1 flags | | 0x14 |
| void OnGiveDamageInvoke(int32 Damage, AEndCharacter* InTarget, const FName& InName, bool InBind, bool InGuard, bool KeepOver, bool InCounter, const FName& InBoneName, bool InAttributeWeak, const FName& InDamageSourceID, bool InSteal, bool heal, bool kill, bool justGuard, bool bLock) | EventPublic | | 0x35 |
| bool OnGetTargetFieldPosition(const FVector& OutPosition, const FName& InBattleAbilityID, const FName& InDamageSourceID, const FName& InAnimationName) | NativeEvent+1 flags | | 0x25 |
| AActor* OnGetTargetFieldActor(const FName& InBattleAbilityID) | NativeEvent+1 flags | | 0x10 |
| bool OnGetCreateFieldPosition(const FVector& OutPosition, FQuat& outQuat, const FName& InBattleAbilityID, const FName& InDamageSourceID, const FName& InAnimationName) | NativeEvent+1 flags | | 0x39 |
| bool OnGetAbilityJumpLandLocationAndRotation(const FVector& OutLocation, const FRotator& OutRotation, const FName& InBattleAbilityID) | NativeEvent+1 flags | | 0x21 |
| bool OnGetAbilityJumpLandLocation(const FVector& OutLocation, const FName& InBattleAbilityID) | NativeEvent+1 flags | | 0x15 |
| void OnFieldActionInfoFromPlayerInvoke(const FName& ActionTag) | EventPublic | | 0x08 |
| void OnEnemySummonCutSceneEnd() | EventPublic | | 0x00 |
| void OnEnemySummonCutSceneBegin() | EventPublic | | 0x00 |
| void OnEndSequencerPV_Test() | FinalNative+1 flags | | 0x00 |
| void OnEndCutSceneNextFrameInvoke(const FName& CutSceneID) | EventPublic | | 0x08 |
| void OnEndCutSceneInvoke(const FName& CutSceneID) | EventPublic | | 0x08 |
| void OnEndBurst(bool instant) | EventPublic | | 0x01 |
| void OnEndBreak() | EventPublic | | 0x00 |
| void OnEndBattleInvoke() | EventPublic | | 0x00 |
| void OnEndAbilityInvoke(const FName& AbilityId, bool createdDamageSource, bool suspended, bool suspendedSummonCutScene) | EventProtected | | 0x0B |
| void OnDestroyDamageSource(const FName& DamageSourceID, const FVector& Location, FQuat& Quat) | EventPublic | | 0x30 |
| void OnDefenseGuardReflectDamage(const FName& battleDefenseID, AEndCharacter* attackedCharacter, const FEndDataObjectBattleAbilityAccessor& attackedDataObjectBattleAbility, const FName& attackedDamageSourceID) | EventPublic | | 0x38 |
| void OnDefenseGuardDamageHPFirst(const FName& battleDefenseID, const EEndBattleDefenseGuardType& defenseGuardType, bool executeTiming, AEndCharacter* attackedCharacter, const FEndDataObjectBattleAbilityAccessor& attackedDataObjectBattleAbility, const FName& attackedDamageSourceID) | EventPublic | | 0x40 |
| void OnDefenseGuard(const FName& battleDefenseID, const EEndBattleDefenseGuardType& defenseGuardType, bool executeTiming, AEndCharacter* attackedCharacter, const FEndDataObjectBattleAbilityAccessor& attackedDataObjectBattleAbility, const FName& attackedDamageSourceID) | EventPublic | | 0x40 |
| void OnDead(bool AtBurst) | EventPublic | | 0x01 |
| void OnCutSceneMessageInvoke(const FName& Message) | EventPublic | | 0x08 |
| void OnCutChangeSequencerPV_Test(bool bEndShot) | FinalNative+1 flags | | 0x01 |
| void OnCreateDamageSource(AEndCharacter* InOwner, const FName& DamageSourceID) | EventPublic | | 0x10 |
| void OnCreateCharacterControllerComponentBattle() | EventPublic | | 0x00 |
| void OnCharacterControllerChangeState(const EEndCharacterControllerStateType& BeforeState, const EEndCharacterControllerStateType& AfterState) | EventPublic | | 0x02 |
| void OnChangeSyncActionState(const FName& SyncActionID, const EEndBattleSyncActionStateType& StateType, AEndCharacter* targetChara, const FName& DetachDamageSourceID) | EventPublic | | 0x20 |
| void OnChangeLeader(AEndCharacter* LeaderCharacter) | EventPublic | | 0x08 |
| void OnCameraBlendOutSequencerPV_Test() | FinalNative+1 flags | | 0x00 |
| void OnBeginCutSceneInvoke(const FName& CutSceneID) | EventPublic | | 0x08 |
| void OnBeginBurst() | EventPublic | | 0x00 |
| void OnBeginBreak(AEndCharacter* causerCharacter) | EventPublic | | 0x08 |
| void OnAIMoveModeChanged(const EActorMoveMode& BeforeMode, const EActorMoveMode& AfterMode) | EventPublic | | 0x02 |
| void OnAddStatusChangeID(const FName& statusChangeID) | EventProtected | | 0x08 |
| void OnAbilityReactionConditionTargetDodgeDirection(const FName& AbilityId, AEndCharacter* targetChara) | EventPublic | | 0x10 |
| void OnAbilityReactionConditionTargetDodge(const FName& AbilityId, AEndCharacter* targetChara) | EventPublic | | 0x10 |
| void OnAbilityReactionCondition(const EEndBattleAbilityReactionConditionType& abilityReactionConditionType) | EventPublic | | 0x01 |
| void NotifyAbilityReaction(float Param0) | FinalNative+1 flags | | 0x04 |
| bool IsRangeArea2D(AEndCharacter* InChara, const FVector& InLocation, float InRadius) | FinalNative+1 flags | | 0x19 |
| bool IsOverrideUpperAnim() | FinalNative+1 flags | | 0x01 |
| bool IsInSyncAction() | FinalNative+1 flags | | 0x01 |
| void IsInRangeToTargetBranch(float InMin, float InMax, const EEndAiMathBinCmp& Cmp, const uint8& OutSignal, bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x0B |
| bool IsInRangeToTarget(float InMin, float InMax, bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x0A |
| bool IsInDummyBattle() | FinalNative+1 flags | | 0x01 |
| void IsInAngleToTargetBranch(float InAngle, const uint8& OutSignal, bool InReverse) | FinalNative+1 flags | | 0x06 |
| bool IsInAngleToTarget(float InAngle, bool InReverse) | FinalNative+1 flags | | 0x06 |
| bool IsIdle() | FinalNative+1 flags | | 0x01 |
| bool IsHPPercent(int32 Percent, const EEndAiMathCmp& Cmp) | FinalNative+1 flags | | 0x06 |
| bool IsForceTeleportingFollowAIPartyMemberAll() | FinalNative+1 flags | | 0x01 |
| bool IsExistSpawnWeaponCharacter(const EEndBattleUniqueAbilitySpawnWeaponType& spawnWeaponType, const FName& uniqueWeaponName) | FinalNative+1 flags | | 0x0D |
| bool IsEditor() | FinalNative+1 flags | | 0x01 |
| bool IsDelayProcessing() | FinalNative+1 flags | | 0x01 |
| bool IsDebugEditMode() | FinalNative+1 flags | | 0x01 |
| bool IsActionRestriction() | FinalNative+1 flags | | 0x01 |
| bool HasSpecialStatusByID(const FName& ID) | FinalNative+1 flags | | 0x09 |
| bool HasSpecialStatus(const EEndBattleSpecialStatusChangeType& Type) | FinalNative+1 flags | | 0x02 |
| bool HasDamageSource(const FName& DamageSourceID) | FinalNative+1 flags | | 0x09 |
| FVector GetVectorToTarget() | FinalNative+1 flags | | 0x0C |
| bool GetTargetJumpBurstInput(FEndBattleTargetJumpBurstInput& Input) | NativeEvent+1 flags | | 0x2D |
| AEndCharacter* GetTarget() | NativePublic | | 0x08 |
| TArray<void> GetSyncActionCharacter(uint8 InTarget) | FinalNative+1 flags | | 0x18 |
| void GetSpecialStatusType(const TArray<void>& typeList) | FinalNative+1 flags | | 0x10 |
| float GetSpecialStatusParamFloat(const EEndBattleSpecialStatusChangeType& Type, const FName& paramID) | FinalNative+1 flags | | 0x10 |
| TArray<void> GetSpecialStatusChangeCharacter(uint8 InTarget, const EEndBattleSpecialStatusChangeType& Type) | FinalNative+1 flags | | 0x18 |
| AEndCharacter* GetSpawnWeaponCharacter(const EEndBattleUniqueAbilitySpawnWeaponType& weaponType, const FName& uniqueWeaponName) | FinalNative+1 flags | | 0x18 |
| AEndCharacter* GetPlayerLeader() | FinalNative+1 flags | | 0x08 |
| float GetPathDistanceFromTarget(const FVector& Location) | FinalNative+1 flags | | 0x10 |
| float GetPathDistance(const FVector& Location) | FinalNative+1 flags | | 0x10 |
| float GetNearestOpponentDistance(bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x08 |
| float GetLocationAngleAbs(const FVector& Loc, AEndCharacter* Target) | FinalNative+1 flags | | 0x1C |
| float GetLocationAngle(const FVector& Loc, AEndCharacter* Target) | FinalNative+1 flags | | 0x1C |
| AEndCharacter* GetLeader() | FinalNative+1 flags | | 0x08 |
| int32 GetHPPercent() | FinalNative+1 flags | | 0x04 |
| int32 GetHPMax() | FinalNative+1 flags | | 0x04 |
| float GetHeightDistanceToTarget(bool bAbs) | FinalNative+1 flags | | 0x08 |
| bool GetFirstDamageTime(const float& FirstDamageTime, UAnimSequence* AnimSequecne, float StartTime) | FinalNative+1 flags | | 0x15 |
| float GetDistanceToTarget2D(bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x08 |
| float GetDistanceToTarget(bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x08 |
| float GetDistanceToCharacter2D(AEndCharacter* InCharacter, bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x10 |
| float GetDistanceToCharacter(AEndCharacter* InCharacter, bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x10 |
| FName GetCharaSpecName() | FinalNative+1 flags | | 0x08 |
| FRotator GetCharacterRotation() | FinalNative+1 flags | | 0x0C |
| FVector GetCharacterLocation() | FinalNative+1 flags | | 0x0C |
| FVector GetCharacterFeetLocation() | FinalNative+1 flags | | 0x0C |
| AEndCharacter* GetCharacter() | FinalNative+1 flags | | 0x08 |
| float GetAngleToTarget(bool bAbs) | FinalNative+1 flags | | 0x08 |
| bool GetAbilityLoopMoveStartSpecifiedTargetLocation(const FVector& OutLocation, const FName& AbilityId) | NativeEvent+1 flags | | 0x15 |
| bool GetAbilityLoopMoveNextSpecifiedTargetLocation(const FVector& OutLocation, const FName& AbilityId) | NativeEvent+1 flags | | 0x15 |
| void GetAbilityAimTargetPointName(const FName& outTargetPointName) | EventPublic | | 0x08 |
| bool ForceTeleportFollowAIPartyMemberAll() | FinalNative+1 flags | | 0x01 |
| void ForceDisableAimEffectorSetting(const FName& EffectorSettingName) | FinalNative+1 flags | | 0x08 |
| void EndFollowBackwardLeaveLeaderToPoint_Test() | FinalNative+1 flags | | 0x00 |
| void EnableDamageReactionOwnerSyncAction() | FinalNative+1 flags | | 0x00 |
| void DoOnceWithThen(const EEndDoOnceCode& Code, const FLatentActionInfo& LatentInfo, const EEndDoOnceOutCode& Result) | FinalNative+1 flags | | 0x21 |
| void DestroyDamageSource(const FName& DamageSourceID, bool bDestroyEffect) | FinalNative+1 flags | | 0x09 |
| void DebugLocalLog(const FString& inString, const FLinearColor& TextColor) | FinalNative+1 flags | | 0x20 |
| void DebugEditModeBranch(const EEndAIExecPinBranch& PinBranch) | FinalNative+1 flags | | 0x01 |
| void DeactivatePBDConstraint(float BlendTime) | FinalNative+1 flags | | 0x04 |
| void CreateSyncAction(const FName& SyncActionID, AEndCharacter* targetChara, bool bOverwrite) | FinalNative+1 flags | | 0x11 |
| void CreateDamageSource(const FName& DamageSourceID, AEndCharacter* targetChara, const FName& AbilityId, bool bOverrideDamage, int32 OverrideDamage) | FinalNative+1 flags | | 0x20 |
| void CheckDistanceToTargetBranch(float InDistance, const EEndAiMathCmp& Cmp, const uint8& OutSignal, bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x07 |
| bool CheckDistanceToTarget(float InDistance, const EEndAiMathCmp& Cmp, bool bIgnoreCharacterRadius) | FinalNative+1 flags | | 0x07 |
| bool CanSeeTarget(bool bValidBlock) | FinalNative+1 flags | | 0x02 |
| void CancelActionChild(const FName& ChildActionId) | FinalNative+1 flags | | 0x08 |
| void AIDelay(UObject* WorldContextObject, float Duration, const FLatentActionInfo& LatentInfo) | FinalNative+1 flags | | 0x28 |
| void AddSpecialStatusByID(const FName& ID) | FinalNative+1 flags | | 0x08 |
| void AddSpecialStateEffectWithBeamTarget(const FName& specialStateEffectID, const TArray<void>& beamTargetCharaList) | FinalNative+1 flags | | 0x18 |
| void AddSpecialStateEffect(const FName& specialStateEffectID) | FinalNative+1 flags | | 0x08 |
| void AddAttachEffect(const FEndCharacterAttachEffectArguments& args) | FinalNative+1 flags | | 0x70 |
| void ActivatePBDConstraint(float BlendTime) | FinalNative+1 flags | | 0x04 |