| void ValidNearFadeEnvPhysicsActor() | FinalNative+2 flags | | 0x00 |
| bool ValidateCombatAreaVolume(const FName& VolumeName, bool bValidate) | FinalNative+2 flags | | 0x0A |
| void UpdateMoveGenjiShield(AEndCharacter* ownerCharacter, AEndCharacter* causerCharacter) | FinalNative+2 flags | | 0x10 |
| void UpdateAppearanceFrog(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| bool TryLayoutTransform(const FName& NodeName) | FinalNative+2 flags | | 0x09 |
| bool TryGetCurrentFloorLocation(const FVector& FloorLocation, AEndCharacterBase* Character) | FinalNative+2 flags | | 0x19 |
| bool SwitchMesh(AEndCharacter* Character, const FName& MeshName, const FName& MeshLabel) | FinalNative+2 flags | | 0x19 |
| void SummonTrigger() | FinalNative+2 flags | | 0x00 |
| void SummonPointManualSuspend(bool suspend) | FinalNative+2 flags | | 0x01 |
| void SummonFinishingBlow() | FinalNative+2 flags | | 0x00 |
| void SummonCutSceneAbilityException(const FName& excludeCharaSpecID, const FName& substituteCharaSpecID) | FinalNative+2 flags | | 0x10 |
| void StopPartStartLoopEndMotion(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void StopPartLoopMotion(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void StopEnvironmentPhysFieldForce(const FName& GroupName) | FinalNative+2 flags | | 0x08 |
| void StopEffect(int32 handleNumber) | FinalNative+2 flags | | 0x04 |
| void StopCrowdActor(const FName& LevelName, const FName& AccessID, float BlendTime, bool bUseFade) | FinalNative+2 flags | | 0x15 |
| void StopBattleCameraSequence(int32 sequenceActorUID) | FinalNative+2 flags | | 0x04 |
| void StopAnimEnvironment(const FName& LevelName, const FName& AccessID) | FinalNative+2 flags | | 0x10 |
| void StopAddMotion(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void StartEnvironmentPhysFieldForce(const FName& GroupName) | FinalNative+2 flags | | 0x08 |
| bool StartBurst(AEndCharacter* Character, bool Force) | FinalNative+2 flags | | 0x0A |
| bool SpawnWeaponCharacter(AEndCharacter* ownerCharacter, const EEndBattleUniqueAbilitySpawnWeaponType& weaponType, const FName& uniqueWeaponName, const FName& SpawnWeaponObjectName) | FinalNative+2 flags | | 0x1D |
| AActor* SpawnSharedCharaSpec(AEndCharacterBase* Character, int32 Index) | FinalNative+2 flags | | 0x18 |
| void SkipFadeCharaPopActor(const FName& ActorName) | FinalNative+2 flags | | 0x08 |
| void ShowTargetAppearGUI(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ShowPhysics(const FName& ActorName, bool bSimulatePhysics) | FinalNative+2 flags | | 0x09 |
| void SetWalkableFloorAngleOnBattleNav(AEndCharacter* InCharacter, float InWalkableAngle) | FinalNative+2 flags | | 0x0C |
| void SetWalkableFloorAngle(AEndCharacter* InCharacter, float InWalkableAngle) | FinalNative+2 flags | | 0x0C |
| void SetVisibilityWeapon(AEndCharacter* Character, bool bVisible, const EWeaponSlot& weaponSlotType, bool bSetToAnimationDefault, bool bAlsoSetToNeutral) | FinalNative+2 flags | | 0x0C |
| void SetValidSmallSizeForSummonArea(bool Valid) | FinalNative+2 flags | | 0x01 |
| void SetValidLargeSizeForSummonArea(bool Valid) | FinalNative+2 flags | | 0x01 |
| void SetupChargeCrystal(AEndCharacter* ownerCharacter, const FName& uniqueName) | FinalNative+2 flags | | 0x10 |
| void SetUnitParameter(AEndCharacter* Character, bool hideTargetList, bool disableTarget, bool disableTargetShowIcon, bool DisableDamageHit) | FinalNative+2 flags | | 0x0C |
| void SetSummonInBossCutScene(bool bFlag) | FinalNative+2 flags | | 0x01 |
| void SetSubCollisionPushBackSpeed(AEndCharacter* InChara, float InSpeed) | FinalNative+2 flags | | 0x0C |
| void SetStoryFlagCondition(const FName& storyFlagNames, bool Condition) | FinalNative+2 flags | | 0x09 |
| void SetSpecialStatusStateChangeID(AEndCharacter* Character, const EEndBattleSpecialStatusChangeType& Type, const FName& stateChangeID, const FName& paramID) | FinalNative+2 flags | | 0x1C |
| void SetSpecialStatusChangeStateChangeID(AEndCharacter* Character, const FName& SpecialStatusChangeID, const FName& stateChangeID, const TArray<FName>& Params, const FName& paramID, AActor* paramActor) | FinalNative+2 flags | | 0x38 |
| void SetShowEnemyStatusGUI(AEndCharacter* Character, bool Show) | FinalNative+2 flags | | 0x09 |
| void SetRootCapsuleAttackTargetSizeScale(AEndCharacter* Character, const FVector& AttackTargetSizeScale) | FinalNative+2 flags | | 0x14 |
| void SetRigidBodyName(AEndCharacter* Character, const FName& RigidBodyName, bool bDeactivateOther) | FinalNative+2 flags | | 0x11 |
| void SetRewardDelayEndBattle() | FinalNative+2 flags | | 0x00 |
| void SetPrimaryAnimPack(AEndCharacter* Character, const FName& InName, bool ignoreLowerPriority) | FinalNative+2 flags | | 0x11 |
| void SetPerchSweepRadiusScale(AEndCharacter* InChara, float InScale) | FinalNative+2 flags | | 0x0C |
| bool SetPartyLeader(const EPlayerType& Player, bool bIsInputTrigered) | FinalNative+2 flags | | 0x03 |
| void SetPartsHPPercent(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, float Percent) | FinalNative+2 flags | | 0x14 |
| void SetOverridePartsCameraLockSocketName(AEndCharacter* Character, const FName& BaseBattleCharaPartsSpecID, const FName& SocketName, float BlendTime, const EAlphaBlendOption& BlendOption) | FinalNative+2 flags | | 0x1D |
| void SetOverrideMovementBaseByComponentTags(AEndCharacter* InCharacter, AActor* InMovementBaseActor, const FName& ComponentTag) | FinalNative+2 flags | | 0x18 |
| void SetOverrideLocomotionAnimSequenceName(AEndCharacter* InChara, const EEndLocomotionAnimGroup& AnimGroup, const FName& AnimSequenceName, float BlendTime) | FinalNative+2 flags | | 0x18 |
| void SetOverrideKeepFromAbility(AEndCharacter* Character, const FName& InAbilityName) | FinalNative+2 flags | | 0x10 |
| void SetOverrideKeep(AEndCharacter* Character, int32 InKeep) | FinalNative+2 flags | | 0x0C |
| void SetOverrideEnemyBookID(AEndCharacter* Character, const FName& EnemyBookID) | FinalNative+2 flags | | 0x10 |
| void SetOverrideCapsuleSize(AEndCharacter* InCharacter, float InRadius, float InCapsuleHalfHeight) | FinalNative+2 flags | | 0x10 |
| void SetOverrideCameraLockSocketName(AEndCharacter* Character, const FName& SocketName, float BlendTime, const EAlphaBlendOption& BlendOption) | FinalNative+2 flags | | 0x15 |
| void SetOverrideBattleDefenseID(AEndCharacter* Character, const FName& battleDefenseID) | FinalNative+2 flags | | 0x10 |
| void SetOverrideBattleCharaSpec(AEndCharacter* Character, const FName& BattleCharaSpecID) | FinalNative+2 flags | | 0x10 |
| void SetOverrideBattleCharaPartsSpec(AEndCharacter* Character, const FName& BaseID, const FName& OverrideId, bool bChangeHP) | FinalNative+2 flags | | 0x19 |
| void SetOverrideAdditiveDamage(AEndCharacter* InChara, const FName& AnimSequenceName) | FinalNative+2 flags | | 0x10 |
| void SetOverrideActiveAimAngle(AEndCharacter* Character, const FVector2D& ActiveYawRange, const FVector2D& ActivePitchRange) | FinalNative+2 flags | | 0x18 |
| void SetOverrideAbilityKeep(AEndCharacter* Character, int32 Value) | FinalNative+2 flags | | 0x0C |
| void SetMovementSplineConstraint(AEndCharacterBase* InCharacter, AActor* InSplineActor, const FName& ComponentTag) | FinalNative+2 flags | | 0x18 |
| void SetLockHeat(AEndCharacter* Character, bool Locked) | FinalNative+2 flags | | 0x09 |
| void SetInvalidPerchRadiusScale(AEndCharacter* InChara, float InScale) | FinalNative+2 flags | | 0x0C |
| void SetImmotality(AEndCharacter* InChara, bool InImmotality) | FinalNative+2 flags | | 0x09 |
| bool SetIgnoreSummonTargetPointFromActorName(const FName& InActorName, bool ignore) | FinalNative+2 flags | | 0x0A |
| void SetIgnorePushActorsByAccessID(AEndCharacter* Character, bool bIgnore, const TArray<void>& AccessIDs) | FinalNative+2 flags | | 0x20 |
| void SetIgnorePushActors(AEndCharacter* Character, bool bIgnore, const TArray<TArray<void>>& LevelNames, const TArray<void>& ActorNames) | FinalNative+2 flags | | 0x30 |
| void SetIgnoreMoveOnlyNavMesh(AEndCharacter* Character, bool bIgnoreMoveOnlyNavMesh) | FinalNative+2 flags | | 0x09 |
| void SetIgnoreDisperseTarget(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void SetHPPercent(AEndCharacter* Character, int32 Percent) | FinalNative+2 flags | | 0x0C |
| void SetHitCharaResponse(AEndCharacterBase* Character, bool bHitChara) | FinalNative+2 flags | | 0x09 |
| void SetHideTargetList(AEndCharacter* Character, bool hide) | FinalNative+2 flags | | 0x09 |
| void SetHideSummonWithSkillCamera(bool enableHide) | FinalNative+2 flags | | 0x01 |
| void SetHide(AEndCharacter* Character, bool hide) | FinalNative+2 flags | | 0x09 |
| void SetHiddenVolumeRelatedBreakable(const EEndBattleBreakableRelationVolumeType& VolumeType, bool bHidden, const TArray<void>& BreakableIDs) | FinalNative+2 flags | | 0x18 |
| void SetHiddenBreakablesTwoParam(bool bHidden, const TArray<void>& AccessIDs) | FinalNative+2 flags | | 0x18 |
| void SetHiddenBreakables(bool bHidden, const TArray<TArray<void>>& LevelNames, const TArray<void>& AccessIDs) | FinalNative+2 flags | | 0x28 |
| void SetHiddenBreakable(bool bHidden, const FName& LevelName, const FName& AccessID) | FinalNative+2 flags | | 0x14 |
| void SetHeat(AEndCharacter* Character, bool Enable, float Duration) | FinalNative+2 flags | | 0x10 |
| void SetForcedLODMode(AEndCharacter* Character, bool Enable) | FinalNative+2 flags | | 0x09 |
| void SetForceActionRestriction(AEndCharacter* Character, bool forceActionRestriction) | FinalNative+2 flags | | 0x09 |
| void SetEnableSlip(AEndCharacter* Character, bool Enable) | FinalNative+2 flags | | 0x09 |
| void SetEnableSleepAnimationAttachCharacterOnly(AEndCharacter* Character, bool Enable) | FinalNative+2 flags | | 0x09 |
| void SetEnableResidentBlend(AEndCharacter* Character, const FName& ResidentBlendName, bool bEnabled, float BlendTime) | FinalNative+2 flags | | 0x18 |
| void SetEnableRegeneOfCharaParts(AEndCharacter* InCharacter, const FName& InPartsID, bool InEnable) | FinalNative+2 flags | | 0x11 |
| void SetEnablePushCollision(AEndCharacter* Character, const FName& partId, bool Enable) | FinalNative+2 flags | | 0x11 |
| void SetEnableEquipmentSkillFrogAlways(bool Enable, bool frogAfterDebuffDisable) | FinalNative+2 flags | | 0x02 |
| void SetEnabledUpdateAimLocation(AEndCharacter* Character, bool bEnabled) | FinalNative+2 flags | | 0x09 |
| void SetEnableControlDamageToParts(AEndCharacter* InCharacter, bool InDamageToOnePart) | FinalNative+2 flags | | 0x09 |
| void SetEnableBreakPartsDamage(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, bool Enable) | FinalNative+2 flags | | 0x11 |
| void SetEnableBreakDamage(AEndCharacter* Character, bool Enable) | FinalNative+2 flags | | 0x09 |
| void SetEnableBreakable(const FName& LevelName, const FName& AccessID, bool bEnable) | FinalNative+2 flags | | 0x11 |
| void SetEnableBonamikGroup(AEndCharacter* Character, const FName& BonamikGroupName, bool bEnabled, float BlendTime) | FinalNative+2 flags | | 0x18 |
| void SetEnableBonamikGroundCollision(AEndCharacter* Character, const FName& BonamikGroupName, bool bEnabled) | FinalNative+2 flags | | 0x11 |
| void SetEnableBattleAway(bool Enable) | FinalNative+2 flags | | 0x01 |
| void SetDyingAbilityID(AEndCharacter* Character, const FName& AbilityId) | FinalNative+2 flags | | 0x10 |
| void SetDuringCommandAbilityInvalidPeriod(AEndCharacter* targetPlayerCharacter, bool bInvalid) | FinalNative+2 flags | | 0x09 |
| void SetDrawPauseEnvironmentPhysicsActors(const TArray<bool>& objectList, bool drawPause, bool tickPause) | FinalNative+2 flags | | 0x12 |
| void SetDrawPauseEnvironment(const FName& LevelName, const FName& AccessID, bool bPause, bool bIncludingCollision) | FinalNative+2 flags | | 0x12 |
| void SetDrawPauseCharacter(AEndCharacter* Character, bool bPause) | FinalNative+2 flags | | 0x09 |
| void SetDisperseTarget(AEndCharacter* Executor, AEndCharacter* TargetPlayer) | FinalNative+2 flags | | 0x10 |
| void SetDisableTargetOfParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, bool bDisableTarget) | FinalNative+2 flags | | 0x11 |
| void SetDisableTargetNew(AEndCharacter* Character, bool Disable, bool showIcon) | FinalNative+2 flags | | 0x0A |
| void SetDisableTarget(AEndCharacter* InChara, bool InDisable, bool hitDamage, bool refreshTargetLock) | FinalNative+2 flags | | 0x0B |
| void SetDisableSummoning(bool Enable, int32 PhaseNumber) | FinalNative+2 flags | | 0x08 |
| void SetDisableSubCollisionByGroupName(AEndCharacter* InChara, const FName& InGroupName, bool bDisable) | FinalNative+2 flags | | 0x11 |
| void SetDisableSubCollision(AEndCharacter* InChara, bool bDisable) | FinalNative+2 flags | | 0x09 |
| void SetDisableStealTextLabel(const FString& TextLabel) | FinalNative+2 flags | | 0x10 |
| void SetDisableSteal(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDisableReserveMemberCommand(bool Disable) | FinalNative+2 flags | | 0x01 |
| void SetDisableReactionAndBreak(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDisableReaction(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDisablePartsBreak(AEndCharacter* Character, bool bDisable) | FinalNative+2 flags | | 0x09 |
| void SetDisableParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, bool bDisableTarget, bool bDisableDamage, bool bDisableDamageCollision) | FinalNative+2 flags | | 0x13 |
| void SetDisableGameOver(bool Disable) | FinalNative+2 flags | | 0x01 |
| void SetDisableFinish(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDisableDeadDestroy(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDisableDamageHit(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDisableBurst(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDisableBodyHPDecrementByParts(AEndCharacter* Character, bool bDisable) | FinalNative+2 flags | | 0x09 |
| void SetDisableBodyDamagePopupByParts(AEndCharacter* Character, bool bDisable) | FinalNative+2 flags | | 0x09 |
| void SetDisableActionRestriction(AEndCharacter* Character, bool Disable) | FinalNative+2 flags | | 0x09 |
| void SetDamageHitResponse(AEndCharacterBase* Character, bool bHitDamage) | FinalNative+2 flags | | 0x09 |
| void SetCollisionEnableByComponentTag(AActor* InActor, bool bEnable, const FName& ComponentTag) | FinalNative+2 flags | | 0x14 |
| void SetCharacterMovementMode(AEndCharacter* InChara, bool bMovable, bool bHitWall, bool bHitObject, bool bFitFloor, bool bMaxWeight) | FinalNative+2 flags | | 0x0D |
| void SetCharacterBehaviorParts(AEndCharacter* Character, AEndCharacter* parentCharacter) | FinalNative+2 flags | | 0x10 |
| void SetCharacterBehaviorMode(AEndCharacter* Character, const EEndAnimBehaviorMode& Mode, bool immediate) | FinalNative+2 flags | | 0x0A |
| void SetBurstForceAerial(AEndCharacter* InChara, bool Flag) | FinalNative+2 flags | | 0x09 |
| void SetBreakPartsDamageID(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, const FName& BreakID) | FinalNative+2 flags | | 0x18 |
| void SetBreakPartsDamage(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, const FName& BreakID, float breakDamageHPMaxPercent) | FinalNative+2 flags | | 0x1C |
| void SetBreakDamage(AEndCharacter* Character, const FName& BreakID, float breakDamageHPMaxPercent) | FinalNative+2 flags | | 0x14 |
| void SetBPPercent(AEndCharacter* Character, float Value) | FinalNative+2 flags | | 0x0C |
| void SetBPDamageCoefficient(AEndCharacter* Character, float Coefficient) | FinalNative+2 flags | | 0x0C |
| void SetBP(AEndCharacter* Character, float Value) | FinalNative+2 flags | | 0x0C |
| void SetBattleSceneCountLifeCycle(const FName& InName, const EEndBattleSceneCountLifeCycleType& InType, int32 InValue) | FinalNative+2 flags | | 0x10 |
| void SetBattleSceneCount(const FName& InName, int32 InCount) | FinalNative+2 flags | | 0x0C |
| void SetBattleSafeTransform(AEndCharacter* InChara, bool bEnable) | FinalNative+2 flags | | 0x09 |
| void SetBattleAbilityRotateStatePointName(AEndCharacter* Character, const FName& PointName) | FinalNative+2 flags | | 0x10 |
| void SetBattleAbilityRotateStateLocation(AEndCharacter* Character, const FVector& Location) | FinalNative+2 flags | | 0x14 |
| void SetATBAll(float Value) | FinalNative+2 flags | | 0x04 |
| void SetATB(const EPlayerType& PlayerType, float Value) | FinalNative+2 flags | | 0x08 |
| void SetAIPCToSafeArea(const EPlayerType& PlayerCharacter, int32 GroupId, bool Flag, bool bIncludeReserve, bool bFollowUCPC, const FVector& AvoidLocation) | FinalNative+2 flags | | 0x18 |
| void SetAIPCTargetDirect(const EPlayerType& PlayerCharacter, AEndCharacter* TargetCharacter, const TArray<void>& PartsIDList) | FinalNative+2 flags | | 0x20 |
| void SetAIPCTargetChoosingParam(const EPlayerType& PlayerCharacter, const TArray<ETargetChoosingSort>& PriorityTagList, const ETargetChoosingSort& SortMethod, const TArray<void>& AssignedTargets) | FinalNative+2 flags | | 0x30 |
| void SetAIPCIgnoreHeight(const EPlayerType& PlayerType, bool InFlag) | FinalNative+2 flags | | 0x02 |
| void SetAIPCExcludeTarget(const EPlayerType& PlayerType, AEndCharacter* TargetCharacter) | FinalNative+2 flags | | 0x10 |
| void SetAIPCExcludeArea(const EPlayerType& PlayerCharacter, int32 GroupId, bool Flag, bool bIncludeReserve) | FinalNative+2 flags | | 0x0A |
| void SetAIPCDisconnectArea(AEndCharacter* InCharacter, int32 InGroupId) | FinalNative+2 flags | | 0x0C |
| void SetAIPCConfrontIdle(const EPlayerType& InPlayerType, bool InFlag, bool bIncludeReserve) | FinalNative+2 flags | | 0x03 |
| void SetAIPCCombatArea(const EPlayerType& PlayerCharacter, int32 GroupId, bool Flag, bool bIncludeReserve) | FinalNative+2 flags | | 0x0A |
| void SetAimTargetOffsetHeight(AEndCharacter* Character, float OffsetHeight) | FinalNative+2 flags | | 0x0C |
| void SetActorPause(AActor* Actor, bool bTickPause, bool bDrawPause) | FinalNative+2 flags | | 0x0A |
| void SetActorMoveMode(AEndCharacter* Character, const EActorMoveMode& actorMoveMode) | FinalNative+2 flags | | 0x09 |
| void SetActorLocationToRoot(AEndCharacter* Character, const FVector& NewLocation) | FinalNative+2 flags | | 0x14 |
| void SetActorLocationAndRotationToRoot(AEndCharacter* Character, const FVector& NewLocation, const FRotator& NewRotator) | FinalNative+2 flags | | 0x20 |
| void SendSystemMessage(const FString& InMessage) | FinalNative+2 flags | | 0x10 |
| void SendPhaseNumberToSummonSystem(int32 currentPhase) | FinalNative+2 flags | | 0x04 |
| void SendMetaMessage(const FString& InMessage) | FinalNative+2 flags | | 0x10 |
| bool SendGenjiShieldToPlayBattleCamera(AEndCharacter* ownerCharacter, int32 sequenceActorUID) | FinalNative+2 flags | | 0x0D |
| void SendEventResidualParticles(AEndCharacter* ownerCharacter, const EEndBattleResidualParticlesEventType& EventType, bool otherThanOwner) | FinalNative+2 flags | | 0x0A |
| void SendEventDamageSourceTheTableNumber(AEndCharacter* Character, const FName& DamageSourceID, int32 tableNumber) | FinalNative+2 flags | | 0x14 |
| void SendEventDamageSource(AEndCharacter* Character, const FName& DamageSourceID) | FinalNative+2 flags | | 0x10 |
| void RestrictBattleFieldBySummonBoss() | FinalNative+2 flags | | 0x00 |
| void ResetWalkableFloorAngleOnBattleNav(AEndCharacter* InCharacter) | FinalNative+2 flags | | 0x08 |
| void ResetWalkableFloorAngle(AEndCharacter* InCharacter) | FinalNative+2 flags | | 0x08 |
| void ResetUniqueAbilityDerivedFixedAbilityID(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetSummonPointToIncreaseOneSecond() | FinalNative+2 flags | | 0x00 |
| void ResetSummonCutSceneReturnLocation(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetSummonCondition() | FinalNative+2 flags | | 0x00 |
| void ResetSubCollisionPushBackSpeed(AEndCharacter* InChara) | FinalNative+2 flags | | 0x08 |
| void ResetRootCapsuleAttackTargetSizeScale(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetRigidBodyName(AEndCharacter* Character, const FName& RigidBodyName) | FinalNative+2 flags | | 0x10 |
| void ResetPrimaryAnimPack(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetOverridePartsCameraLockSocketName(AEndCharacter* Character, const FName& BaseBattleCharaPartsSpecID, float BlendTime, const EAlphaBlendOption& BlendOption) | FinalNative+2 flags | | 0x15 |
| void ResetOverrideMovementBase(AEndCharacter* InCharacter) | FinalNative+2 flags | | 0x08 |
| void ResetOverrideLocomotionAnimSequenceName(AEndCharacter* InChara, const EEndLocomotionAnimGroup& AnimGroup, float BlendTime) | FinalNative+2 flags | | 0x10 |
| void ResetOverrideKeep(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetOverrideEnemyBookID(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetOverrideCapsuleSize(AEndCharacter* InCharacter) | FinalNative+2 flags | | 0x08 |
| void ResetOverrideCameraLockSocketName(AEndCharacter* Character, float BlendTime, const EAlphaBlendOption& BlendOption) | FinalNative+2 flags | | 0x0D |
| void ResetOverrideBattleDefenseID(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetOverrideBattleCharaSpec(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetOverrideBattleCharaPartsSpec(AEndCharacter* Character, const FName& BaseID) | FinalNative+2 flags | | 0x10 |
| void ResetOverrideAdditiveDamage(AEndCharacter* InChara) | FinalNative+2 flags | | 0x08 |
| void ResetOverrideActiveAimAngle(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetHitCharaResponse(AEndCharacterBase* Character) | FinalNative+2 flags | | 0x08 |
| void ResetDisperseTarget() | FinalNative+2 flags | | 0x00 |
| void ResetDisableStealTextLabel() | FinalNative+2 flags | | 0x00 |
| void ResetDamageHitResponse(AEndCharacterBase* Character) | FinalNative+2 flags | | 0x08 |
| void ResetCharacterMovementMode(AEndCharacter* InChara) | FinalNative+2 flags | | 0x08 |
| void ResetBreakWeakAttributeDamageValue(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetBreakPartsDamageValue(AEndCharacter* Character, const FName& BattleCharaPartsSpecID) | FinalNative+2 flags | | 0x10 |
| void ResetBreakDamageValue(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetBP(AEndCharacter* Character, bool bResetAnimation) | FinalNative+2 flags | | 0x09 |
| void ResetAppearanceFrog(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetAppearance(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ResetAIPCTargetDirect(const EPlayerType& PlayerCharacter) | FinalNative+2 flags | | 0x01 |
| void ResetAIPCTargetChoosingParam(const EPlayerType& PlayerCharacter) | FinalNative+2 flags | | 0x01 |
| void ResetAIPCExcludeTarget(const EPlayerType& PlayerType) | FinalNative+2 flags | | 0x01 |
| void ResetAIPCDisconnectArea() | FinalNative+2 flags | | 0x00 |
| void ResetAimTargetOffsetHeight(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| bool RequestUniqueAbilitySpawnWeapon(AEndCharacter* ownerCharacter, const EEndBattleUniqueAbilitySpawnWeaponType& weaponType, const EEndBattleSpawnWeaponStateType& weaponStateType, const FName& uniqueWeaponName) | FinalNative+2 flags | | 0x15 |
| void RequestSyncActionEnd(AEndCharacter* Chara, const EEndBattleSyncActionEndType& Type, AEndCharacter* causerCharacter) | FinalNative+2 flags | | 0x18 |
| bool RequestSummonEnemyPreloadCutSceneAbility(AEndCharacter* InCharacter, const FName& InCutSceneID, const FName& InDamageSourceID) | FinalNative+2 flags | | 0x19 |
| bool RequestSummonEnemyPlayCutSceneAbility(AEndCharacter* InCharacter) | FinalNative+2 flags | | 0x09 |
| bool RequestSummonEnemyCutSceneAbility(AEndCharacter* InCharacter, const FName& InCutSceneID, const FName& InDamageSourceID) | FinalNative+2 flags | | 0x19 |
| void RequestShowAbilityName(AEndCharacter* Character, const FString& String, float InTime, bool bNonGuardableIcon) | FinalNative+2 flags | | 0x1D |
| void RequestReturnSummon() | FinalNative+2 flags | | 0x00 |
| void RequestPreloadCutScene(const FName& CutSceneID) | FinalNative+2 flags | | 0x08 |
| bool RequestCurrentChargeCrystalDisappears(AEndCharacter* ownerCharacter) | FinalNative+2 flags | | 0x09 |
| bool RequestCreateDestructionParts(AEndCharacter* ownerCharacter, const FName& uniqueName, const FName& spawnCharaSpecName, const FName& partsAttachSocketName, bool recreate) | FinalNative+2 flags | | 0x22 |
| bool RequestBrokenDestructionParts(AEndCharacter* ownerCharacter, const FName& uniqueName) | FinalNative+2 flags | | 0x11 |
| void RequestAttachSyncAction(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void RepairParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, const FName& MeshLabel, const EEndPartsRepairConditionType& Condition) | FinalNative+2 flags | | 0x19 |
| void RemoveStatusChangeID(AEndCharacter* Character, const FName& statusChangeID, bool Lock) | FinalNative+2 flags | | 0x11 |
| void RemoveSpecialStatusChangeType(AEndCharacter* InChara, const EEndBattleSpecialStatusChangeType& InType) | FinalNative+2 flags | | 0x09 |
| void RemoveSpecialStatusChangeIDRequest(AEndCharacter* Character, const FName& ID) | FinalNative+2 flags | | 0x10 |
| void RemoveSpecialStatusChangeID(AEndCharacter* Character, const FName& ID) | FinalNative+2 flags | | 0x10 |
| void RemoveSpecialStateEffect(AEndCharacter* Character, const FName& specialStateEffectID) | FinalNative+2 flags | | 0x10 |
| void RemoveIgnoreDamageSourceLookAtTraceActor(AEndCharacter* Character, AActor* IgnoreActor) | FinalNative+2 flags | | 0x10 |
| void RemoveDangerSource(AEndCharacter* Instigator, const EEndAISensorDangerObjectType& Type) | FinalNative+2 flags | | 0x09 |
| void RemoveAttachEffect(AEndCharacter* Chara, const FName& AttachSocketName, const FName& ResourceName, bool bDestroy) | FinalNative+2 flags | | 0x19 |
| void ReleaseBattleFieldBySummonBoss() | FinalNative+2 flags | | 0x00 |
| void ReGuard(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| bool RegisterTargetLockGroup(AEndCharacter* Character, const TArray<int32>& TargetList, int32 MaxEachTargetNum, bool bPrioritizeUCPC, const FName& GroupName, const EEndBattleAITargetLockGroupPriority& Priority, bool bIgnoreProvocation, bool bNoLockLastOne) | FinalNative+2 flags | | 0x2C |
| void RaycastWallFromChara(AEndCharacter* InCharacter, float InOffsetYaw, float InCastRange, const bool& OutHit, const float& OutDistance, FHitResult& OutParam) | FinalNative+2 flags | | 0xA8 |
| bool RaycastTerrainFromChara(FHitResult& HitResult, AEndCharacter* Character, const FName& SocketName, const FVector& Offset, uint8 DrawDebugType, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime) | FinalNative+2 flags | | 0xD5 |
| void RaycastSphereWallFromChara(AEndCharacter* InCharacter, float InOffsetYaw, float InCastRange, float InRadius, const bool& OutHit, const float& OutDistance, FHitResult& OutParam) | FinalNative+2 flags | | 0xAC |
| void PlayPartStartLoopEndMotion(AEndCharacter* Character, const FName& StartMotionName, const FName& LoopMotionName, const FName& endMotionName, const FName& BoneName, const EEndExtraActionLayer& Layer, float LoopTime) | FinalNative+2 flags | | 0x30 |
| void PlayPartMotion(AEndCharacter* Character, const FName& MotionName, const FName& BoneName, const EEndExtraActionLayer& Layer, float overrideBlendIn, float overrideBlendOut) | FinalNative+2 flags | | 0x24 |
| void PlayPartLoopMotion(AEndCharacter* Character, const FName& MotionName, const FName& BoneName, const EEndExtraActionLayer& Layer) | FinalNative+2 flags | | 0x19 |
| void PlayInterruptAnimInBurst(AEndCharacter* InChara) | FinalNative+2 flags | | 0x08 |
| int32 PlayEffectFromResourceCharacter(int32 CategoryType, AActor* ResourceActor, const FName& ResourceName, AActor* AttachActor, const FName& AttachSocketName, bool NotSynchronizeInvisible) | FinalNative+2 flags | | 0x30 |
| int32 PlayEffect(int32 CategoryType, const FName& ResourceName, AActor* AttachActor, const FName& AttachSocketName, bool NotSynchronizeInvisible) | FinalNative+2 flags | | 0x28 |
| bool PlayDitherFadeEffect(int32 CategoryType, const FName& ResourceName, AEndCharacter* ownerCharacter, const FName& AttachSocketName) | FinalNative+2 flags | | 0x21 |
| void PlayCrowdActor(const FName& LevelName, const FName& AccessID, float BlendTime, bool bUseFade) | FinalNative+2 flags | | 0x15 |
| int32 PlayBattleCameraSequenceSpecialSkill(const FName& CameraSequenceID, AEndCharacterBase* OwnerChara, AEndCharacterBase* HasResourceChara, AActor* TargetActor) | FinalNative+2 flags | | 0x24 |
| int32 PlayBattleCameraSequence(const FName& CameraSequenceID, AEndCharacterBase* OwnerChara, AEndCharacterBase* HasResourceChara, AActor* TargetActor, bool bIsToRegisterSlaveViewOnly, float MassiveEnvironmentFrustrumScaleForMainPass) | FinalNative+2 flags | | 0x2C |
| void PlayAnimEnvironmentBeginLoop(const FName& LevelName, const FName& AccessID, const FName& BeginAnimName, const FName& LoopAnimName) | FinalNative+2 flags | | 0x20 |
| void PlayAnimEnvironment(const FName& LevelName, const FName& AccessID, const FName& AnimName, const EEndBattleEnvironmentAnimPlayType& PlayType) | FinalNative+2 flags | | 0x19 |
| void PlayAddMotion(AEndCharacter* Character, const FName& MotionName, const EEndExtraActionLayer& Layer, bool bInfiniteLoop) | FinalNative+2 flags | | 0x12 |
| void OverrideSummonPointToIncreaseOneSecond(float Point) | FinalNative+2 flags | | 0x04 |
| void OverrideSummonCutSceneReturnLocation(AEndCharacter* Character, const FTransform& Transform) | FinalNative+2 flags | | 0x40 |
| void OverrideSummonCaptureTimeLimit(float Time) | FinalNative+2 flags | | 0x04 |
| void OverrideDamageSourceIDCutSceneAbility(AEndCharacter* InCharacter, const FName& InDamageSourceID) | FinalNative+2 flags | | 0x10 |
| void OnSummonFinishActivatePhase() | FinalNative+2 flags | | 0x00 |
| void OnSummonActivateTriggerAction() | FinalNative+2 flags | | 0x00 |
| void NotifyAbilityReaction(AEndCharacter* Character, float Param0) | FinalNative+2 flags | | 0x0C |
| bool NavmeshRaycastFromChara(AEndCharacter* InCharacter, float InOffsetYaw, const float& OutDistance, float InCastRange, bool InForceSSizeNav, bool InDrawDebug, float InDrawDebugTime, bool NoCheckEscapeWall) | FinalNative+2 flags | | 0x1E |
| bool NavmeshRaycast(const FVector& InLocation, const FVector& InDirection, const float& OutDistance, AEndCharacterBase* InExecutor, float InCastRange, bool InDrawDebug, float InDrawDebugTime, bool NoCheckEscapeWall) | FinalNative+2 flags | | 0x36 |
| void MoveGenjiShield(AEndCharacter* ownerCharacter, AEndCharacter* causerCharacter) | FinalNative+2 flags | | 0x10 |
| bool IsUniqueAbility(const FName& AbilityId) | FinalNative+2 flags | | 0x09 |
| bool IsUCPC(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| bool IsSummonGaugeZero() | FinalNative+2 flags | | 0x01 |
| bool IsSummon(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsSetRigidBodyName(AEndCharacter* Character, const FName& RigidBodyName) | FinalNative+2 flags | | 0x11 |
| bool IsRideFatMoogle(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| bool IsPlayingBattleCameraSequence(int32 sequenceActorUID) | FinalNative+2 flags | | 0x05 |
| bool IsPlayingAnimEnvironment(const FName& LevelName, const FName& AccessID, const FName& AnimName) | FinalNative+2 flags | | 0x19 |
| bool IsPlayerCharacterValid(const EPlayerType& Type) | FinalNative+2 flags | | 0x02 |
| bool IsPlayer(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsOverlapPoint(AEndNavModifierVolume* InVolume, const FVector& InPoint) | FinalNative+2 flags | | 0x15 |
| bool IsOverlapCharaFromName(const FName& InVolumeName, AEndCharacter* InChara) | FinalNative+2 flags | | 0x11 |
| bool IsNormal(const FName& InAbilityName) | FinalNative+2 flags | | 0x09 |
| bool IsMagic(const FName& InAbilityName) | FinalNative+2 flags | | 0x09 |
| bool IsLimit(const FName& InAbilityName) | FinalNative+2 flags | | 0x09 |
| bool IsLaunchActionPlaying(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsLaunchActionInAir(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsItem(const FName& InAbilityName) | FinalNative+2 flags | | 0x09 |
| bool IsInSyncAction(AEndCharacter* Chara) | FinalNative+2 flags | | 0x09 |
| bool IsInSupportField(AEndCharacter* Character, const EEndBattleSupportFieldType& supportFieldType) | FinalNative+2 flags | | 0x0A |
| bool IsInSummonCutScene() | FinalNative+2 flags | | 0x01 |
| bool IsInScreen(AActor* Actor) | FinalNative+2 flags | | 0x09 |
| bool IsInFanRange(AEndCharacter* ownerCharacter, float baseYaw, float angleRange, float radiusMin, float radiusMax, const FVector& targetPosition) | FinalNative+2 flags | | 0x25 |
| bool IsInEnemySummonCutScene() | FinalNative+2 flags | | 0x01 |
| bool IsInBattle() | FinalNative+2 flags | | 0x01 |
| bool IsHPPercent(AEndCharacter* InChara, int32 Percent, const EEndAiMathCmp& Cmp) | FinalNative+2 flags | | 0x0E |
| bool IsGuard(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsFillLimitPlayer(const FName& PlayerCharaName) | FinalNative+2 flags | | 0x09 |
| bool IsDummyPartyMember(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsDodgeResetUniqueAbility(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsDisperseTargetExecutor(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| bool IsDisableTarget(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsDamageSourceFlagDisableFinish(int64 Flag) | FinalNative+2 flags | | 0x09 |
| bool IsDamage(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsContainedMotionListArray(AEndCharacter* InChara, const TArray<bool>& InMot) | FinalNative+2 flags | | 0x19 |
| bool IsContainedMotionList5(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2, const FName& InMot3, const FName& InMot4, const FName& InMot5) | FinalNative+2 flags | | 0x31 |
| bool IsContainedMotionList4(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2, const FName& InMot3, const FName& InMot4) | FinalNative+2 flags | | 0x29 |
| bool IsContainedMotionList3(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2, const FName& InMot3) | FinalNative+2 flags | | 0x21 |
| bool IsContainedMotionList2(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2) | FinalNative+2 flags | | 0x19 |
| bool IsContainedMotionList(AEndCharacter* InChara, const FName& InMot1) | FinalNative+2 flags | | 0x11 |
| bool IsCommandAbilityCombination(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| bool IsCombinationAbilityFromDataObjectBattleAbility(int64 Flag0) | FinalNative+2 flags | | 0x09 |
| bool IsCloudOffensiveMode() | FinalNative+2 flags | | 0x01 |
| bool IsCharaID(AEndCharacter* InChara, const FName& Upper, const FName& Lower) | FinalNative+2 flags | | 0x19 |
| void IsCharacterValidBranch(AEndCharacter* InCharacter, const uint8& OutSignal) | FinalNative+2 flags | | 0x09 |
| bool IsCharacterValid(AEndCharacter* InCharacter) | FinalNative+2 flags | | 0x09 |
| bool IsBurst(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsBrokenParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID) | FinalNative+2 flags | | 0x11 |
| bool IsBreakEndAction(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| bool IsBreak(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| bool IsAIPCRangedWeaponEquipped(const EPlayerType& PlayerCharacter) | FinalNative+2 flags | | 0x02 |
| bool IsAIPC(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsAdditiveDamagePlaying(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| bool IsActionRestriction(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| bool IsAbility(const FName& InAbilityName) | FinalNative+2 flags | | 0x09 |
| void InvalidNearFadeEnvPhysicsActor() | FinalNative+2 flags | | 0x00 |
| int32 IncBattleSceneCount(const FName& InName) | FinalNative+2 flags | | 0x0C |
| void HidePhysics(const FName& ActorName) | FinalNative+2 flags | | 0x08 |
| void HideAbilityName(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| bool HasStatusChangeID(AEndCharacter* Character, const FName& statusChangeID) | FinalNative+2 flags | | 0x11 |
| bool HasSpecialStatusChangeType(AEndCharacter* InChara, const EEndBattleSpecialStatusChangeType& InType) | FinalNative+2 flags | | 0x0A |
| bool HasSpecialStatusChangeID(AEndCharacter* Character, const FName& ID) | FinalNative+2 flags | | 0x11 |
| bool HasDamageSource(AEndCharacter* InChara, const FName& InDamageSourceID) | FinalNative+2 flags | | 0x11 |
| bool HasAbilityElement(const FName& InAbilityName, const EEndBattleAttributeType& InType) | FinalNative+2 flags | | 0x0A |
| float GetWorldLocationAngle(const FVector& BaseLocation, const FVector& TargetLocation) | FinalNative+2 flags | | 0x1C |
| void GetTrophyFirstRescue() | FinalNative+2 flags | | 0x00 |
| float GetTargetLocationAngle(AEndCharacter* Character, const FVector& TargetLocation) | FinalNative+2 flags | | 0x18 |
| float GetTargetCharacterAngle(AEndCharacter* Character, AEndCharacter* TargetCharacter) | FinalNative+2 flags | | 0x14 |
| AEndCharacter* GetTargetCharacter(AEndCharacter* Character) | FinalNative+2 flags | | 0x10 |
| FName GetSyncActionIDLast(AEndCharacter* Chara) | FinalNative+2 flags | | 0x10 |
| FName GetSyncActionID(AEndCharacter* Chara) | FinalNative+2 flags | | 0x10 |
| AEndBattleSummonTargetPoint* GetSummonTargetPointFromActorName(const FName& InActorName) | FinalNative+2 flags | | 0x10 |
| float GetSummonAvilableTime() | FinalNative+2 flags | | 0x04 |
| AEndCharacter* GetSummom(const EEndBattleSummonType& Type) | FinalNative+2 flags | | 0x10 |
| float GetSubCollisionPushBackSpeed(AEndCharacter* InChara) | FinalNative+2 flags | | 0x0C |
| int32 GetStoryFlagConditionNum(const TArray<bool>& storyFlagNames, bool Condition, int32 initializeNum) | FinalNative+2 flags | | 0x1C |
| int32 GetSpendATBBarTotal(AEndCharacter* EndCharacter) | FinalNative+2 flags | | 0x0C |
| void GetSpecialStatusChangeType(AEndCharacter* Character, const TArray<void>& typeList) | FinalNative+2 flags | | 0x18 |
| float GetSpecialStatusChangeParamFloat(AEndCharacter* Character, const EEndBattleSpecialStatusChangeType& Type, const FName& paramID) | FinalNative+2 flags | | 0x18 |
| FTransform GetSocketTransform(AEndCharacter* InChara, const FName& InSocketName) | FinalNative+2 flags | | 0x40 |
| AEndCharacter* GetRiddenMasterCharacter(AEndCharacter* Character) | FinalNative+2 flags | | 0x10 |
| int32 GetResistanceElement(AEndCharacter* InChara, int32 InType) | FinalNative+2 flags | | 0x10 |
| FName GetReplaceDamageSourceID(const FName& InAbilityName) | FinalNative+2 flags | | 0x10 |
| FName GetRaceName(AEndCharacter* InChara) | FinalNative+2 flags | | 0x10 |
| EPlayerType GetPlayerType(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| AEndCharacter* GetPlayerCharacter(const EPlayerType& Type) | FinalNative+2 flags | | 0x10 |
| TArray<void> GetPhysicsInVolumeFromLocation(const FName& InVolumeName, const FName& LocationName, const FName& InName, bool InContain, bool InPossetion, bool InCanPosettion) | FinalNative+2 flags | | 0x30 |
| TArray<void> GetPhysicsInVolume(const FName& InVolumeName, const FName& InName, bool InContain, bool InPossetion) | FinalNative+2 flags | | 0x28 |
| TArray<void> GetPhysicsFromLocation(const FName& LocationName) | FinalNative+2 flags | | 0x18 |
| TArray<void> GetPhysicsFromActorName(const FName& InName, bool InContain) | FinalNative+2 flags | | 0x20 |
| int32 GetPhysicsDefense(AEndCharacter* InChara) | FinalNative+2 flags | | 0x0C |
| int32 GetPhysicsAttack(AEndCharacter* Character) | FinalNative+2 flags | | 0x0C |
| TArray<void> GetPhysics(const FName& InName, bool InContain) | FinalNative+2 flags | | 0x20 |
| TArray<void> GetPartyMembersIgnoreDead() | FinalNative+2 flags | | 0x10 |
| AEndCharacter* GetPartyLeader() | FinalNative+2 flags | | 0x08 |
| int32 GetPartsHPPercent(AEndCharacter* Character, const FName& BattleCharaPartsSpecID) | FinalNative+2 flags | | 0x14 |
| TArray<void> GetOverlapVolumes(AEndCharacter* InChara) | FinalNative+2 flags | | 0x18 |
| FTransform GetOffsetTransform(FTransform& Transform, const FVector& Offset, uint8 RotationType) | FinalNative+2 flags | | 0x70 |
| FName GetNearestTargetPointName(const FVector& BaseLocation, const TArray<FName>& targetPointNameList) | FinalNative+2 flags | | 0x28 |
| FName GetNearestSocketName(const FVector& BaseLocation, const TArray<AEndCharacter*>& SocketNameList, AEndCharacter* HasSocketNameChara) | FinalNative+2 flags | | 0x30 |
| AEndCharacter* GetNearestRangePartyCharacter(AEndCharacter* InChara, float Range, bool ZVisible) | FinalNative+2 flags | | 0x18 |
| AActor* GetNearestPhysicsInVolumeFromLocation(AEndCharacter* InChara, const FName& InVolumeName, const FName& LocationName, const FName& InName, bool InContain, bool InPossetion, bool InCanPosettion) | FinalNative+2 flags | | 0x30 |
| AActor* GetNearestPhysicsInVolume(AEndCharacter* InChara, const FName& InVolumeName, const FName& InName, bool InContain, bool InPossetion) | FinalNative+2 flags | | 0x28 |
| AActor* GetNearestPhysicsFromActorName(AEndCharacter* InChara, const FName& InName, bool InContain) | FinalNative+2 flags | | 0x20 |
| AActor* GetNearestPhysics(AEndCharacter* InChara, const FName& InName, bool InContain) | FinalNative+2 flags | | 0x20 |
| FVector GetNearestOwnVolumeWithExtent(AEndCharacter* InChara, const FVector& InLocation, const FVector& InExtent) | FinalNative+2 flags | | 0x2C |
| FVector GetNearestOwnVolume(AEndCharacter* InChara, const FVector& InLocation) | FinalNative+2 flags | | 0x20 |
| AEndCharacter* GetNearestCharacter(const FVector& InLocation, const TArray<AEndCharacter*>& InList) | FinalNative+2 flags | | 0x28 |
| void GetNearestActor(const AActor*& outActor, AActor* baseActor, const TArray<TArray<void>>& compareActorList, const TArray<void>& ignoreActorList) | FinalNative+2 flags | | 0x30 |
| TArray<void> GetNavVolumeFromType(const FName& InBattleSceneID, uint8 InType) | FinalNative+2 flags | | 0x20 |
| AEndNavModifierVolume* GetNavVolumeFromAngle(AEndCharacter* InChara, float InAngleRange, const EEndBattleCompareDistanceType& InType, int32 InGroup, bool InBehind) | FinalNative+2 flags | | 0x20 |
| TArray<void> GetMotionList(AEndCharacter* InChara) | FinalNative+2 flags | | 0x18 |
| bool GetMateriaParam(AEndCharacter* InChara, bool bWeapon, int32 Slot, FEndBattleMateriaParam& Param) | FinalNative+2 flags | | 0x25 |
| int32 GetMagicDefense(AEndCharacter* InChara) | FinalNative+2 flags | | 0x0C |
| int32 GetMagicAttack(AEndCharacter* Character) | FinalNative+2 flags | | 0x0C |
| FTransform GetLayoutTransform(const FName& NodeName) | FinalNative+2 flags | | 0x40 |
| int32 GetKeep(AEndCharacter* InChara) | FinalNative+2 flags | | 0x0C |
| int32 GetHPPercent(AEndCharacter* InChara) | FinalNative+2 flags | | 0x0C |
| int32 GetHPMax(AEndCharacter* Character) | FinalNative+2 flags | | 0x0C |
| EEndBattleCharaCategoryType GetHighestPriorityBattleCharaCategory(const FName& territoryID) | FinalNative+2 flags | | 0x09 |
| bool GetHiddenBreakable(const FName& LevelName, const FName& AccessID) | FinalNative+2 flags | | 0x11 |
| float GetGuardTime(AEndCharacter* InChara) | FinalNative+2 flags | | 0x0C |
| bool GetFirstDamageTime(const float& FirstDamageTime, UAnimSequence* AnimSequecne, float StartTime) | FinalNative+2 flags | | 0x15 |
| AActor* GetFarestPhysics(AEndCharacter* InChara, float InRadius, const FName& InName, bool InContain) | FinalNative+2 flags | | 0x20 |
| AEndCharacter* GetFarestCharacter(const FVector& InLocation, const TArray<AEndCharacter*>& InList) | FinalNative+2 flags | | 0x28 |
| void GetFarestActor(const AActor*& outActor, AActor* baseActor, const TArray<TArray<void>>& compareActorList, const TArray<void>& ignoreActorList) | FinalNative+2 flags | | 0x30 |
| int32 GetExpectationCountInConeAreaByLocation(AEndCharacter* InCharacter, uint8 TargetType, float ConeRadius, float ConeAngle, const FVector& TargetLocation, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime) | FinalNative+2 flags | | 0x30 |
| int32 GetExpectationCountInConeArea(AEndCharacter* InCharacter, uint8 TargetType, float ConeRadius, float ConeAngle, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime) | FinalNative+2 flags | | 0x24 |
| int32 GetExpectationCountInCapsuleAreaByLocation(AEndCharacter* InCharacter, uint8 TargetType, float CapsuleRadius, float CapsuleLength, const FVector& TargetLocation, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime) | FinalNative+2 flags | | 0x30 |
| int32 GetExpectationCountInCapsuleArea(AEndCharacter* InCharacter, uint8 TargetType, float CapsuleRadius, float CapsuleLength, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime) | FinalNative+2 flags | | 0x24 |
| FTransform GetEnvironmentSocketTransform(const FName& LevelName, const FName& AccessID, const FName& SocketName) | FinalNative+2 flags | | 0x50 |
| EEndEnemyTerritorySituationType GetEnemyTerritorySituationType(const FName& territoryID) | FinalNative+2 flags | | 0x09 |
| void GetEnemyMembersRef(const TArray<void>& Out) | FinalNative+2 flags | | 0x10 |
| TArray<void> GetEnemyMembersFromID(const FName& Upper, const FName& Lower, bool Flip) | FinalNative+2 flags | | 0x28 |
| AEndCharacter* GetEnemyMemberFromIDWithIndex(const FName& Upper, const FName& Lower, int32 InIndex) | FinalNative+2 flags | | 0x20 |
| int32 GetEnemyMemberCountFromID(const FName& Upper, const FName& Lower, bool Flip) | FinalNative+2 flags | | 0x18 |
| int32 GetEnemyMemberCount(const FName& ContainRaceID) | FinalNative+2 flags | | 0x0C |
| TArray<void> GetEncountBattleSceneIDs() | FinalNative+2 flags | | 0x10 |
| bool GetEnableBreakable(const FName& LevelName, const FName& AccessID) | FinalNative+2 flags | | 0x11 |
| TArray<void> GetDummyPartyMembers() | FinalNative+2 flags | | 0x10 |
| TArray<void> GetDummyNPCsFromID(const FName& Upper, const FName& Lower) | FinalNative+2 flags | | 0x20 |
| TArray<void> GetDummyEnemies() | FinalNative+2 flags | | 0x10 |
| bool GetDataObjectBattleDamageSourceFromAbilityID(const FName& AbilityId, FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource) | FinalNative+2 flags | | 0x29 |
| bool GetDataObjectBattleDamageSource(const FName& DamageSourceID, FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource) | FinalNative+2 flags | | 0x29 |
| bool GetDataObjectBattleAbility(const FName& AbilityId, FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility) | FinalNative+2 flags | | 0x29 |
| TArray<void> GetDamageSourceLocations(const TArray<AEndCharacter*>& DamageSourceIDs, AEndCharacter* ownerCharacter) | FinalNative+2 flags | | 0x28 |
| int32 GetDamageSourceCountInArea(const FName& InDamageSourceID, AActor* ActorToSearchAround, float SearchRadius, bool bFlatSearch) | FinalNative+2 flags | | 0x1C |
| int32 GetDamageSourceCount(const FName& InDamageSourceID) | FinalNative+2 flags | | 0x0C |
| uint8 GetDamageHitReactionTableIndex(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| EEndLocomotionState GetCurrentLocomotionState(AEndCharacter* InChara) | FinalNative+2 flags | | 0x09 |
| FName GetCurrentAbilityID(AEndCharacter* InChara) | FinalNative+2 flags | | 0x10 |
| FVector GetCompareLocation(const FVector& BaseLocation, const TArray<bool>& compareLocationList, bool bCompare2D, const EEndBattleCompareLocationType& compareType) | FinalNative+2 flags | | 0x30 |
| FName GetCombinationAbilityUsedCharacterName(const FName& AbilityId) | FinalNative+2 flags | | 0x10 |
| FName GetCharaSpecName(AEndCharacter* Character) | FinalNative+2 flags | | 0x10 |
| FName GetCharaID(AEndCharacter* InChara) | FinalNative+2 flags | | 0x10 |
| int32 GetCharaHP(AEndCharacter* InChara) | FinalNative+2 flags | | 0x0C |
| AEndCharacter* GetCharaFromRaceID(const FName& InRaceName) | FinalNative+2 flags | | 0x10 |
| AEndCharacter* GetCharaFromActorName(const FName& InActorName, bool bAllowFindCharaPopManager) | FinalNative+2 flags | | 0x18 |
| EEndCharacterControllerStateType GetCharacterStateType(AEndCharacter* Character) | FinalNative+2 flags | | 0x09 |
| void GetCharactersFromID(const FName& Upper, const FName& Lower, const TArray<TArray<void>>& OutList, const TArray<void>& InList) | FinalNative+2 flags | | 0x30 |
| int32 GetCharacterNameSymbolIndex(AEndCharacter* Character) | FinalNative+2 flags | | 0x0C |
| float GetBreakTime(AEndCharacter* Character) | FinalNative+2 flags | | 0x0C |
| float GetBPPercent(AEndCharacter* Character) | FinalNative+2 flags | | 0x0C |
| float GetBP(AEndCharacter* Character) | FinalNative+2 flags | | 0x0C |
| FName GetBattleSceneIDFromChara(AEndCharacter* InChara, bool InParent) | FinalNative+2 flags | | 0x14 |
| int32 GetBattleSceneCount(const FName& InName) | FinalNative+2 flags | | 0x0C |
| int32 GetBattleMemberConditionList(bool dead, bool sleep, bool Stop, bool petrify, bool Toad, const TArray<int32>& MemberList) | FinalNative+2 flags | | 0x1C |
| FName GetBattleCharaSpec_DataTableID(AEndCharacter* InChara) | FinalNative+2 flags | | 0x10 |
| FName GetBattleCameraSequenceID(int32 sequenceActorUID) | FinalNative+2 flags | | 0x0C |
| void GetAttackableCharacters(const TArray<TArray<void>>& OutList, const TArray<void>& InList) | FinalNative+2 flags | | 0x20 |
| TArray<void> GetAllDamageSourceLocations(const FName& DamageSourceID) | FinalNative+2 flags | | 0x18 |
| AEndAIControllerBluePrintBase* GetAIController(AEndCharacter* InChara) | FinalNative+2 flags | | 0x10 |
| FName GetActorName(AEndCharacter* InChara) | FinalNative+2 flags | | 0x10 |
| float GetActorDistance(AActor* From, AActor* To) | FinalNative+2 flags | | 0x14 |
| FVector GetActorDirection(AActor* From, AActor* To) | FinalNative+2 flags | | 0x1C |
| int32 GetAbilityElement(const FName& InAbilityName) | FinalNative+2 flags | | 0x0C |
| void GameOverForce() | FinalNative+2 flags | | 0x00 |
| void ForceDisableAimEffectorSetting(AEndCharacter* Character, const FName& EffectorSettingName) | FinalNative+2 flags | | 0x10 |
| void ForceDestroyParts(AEndCharacter* ownerCharacter, const FName& uniqueName) | FinalNative+2 flags | | 0x10 |
| void FinishSummonOmenEffect() | FinalNative+2 flags | | 0x00 |
| TArray<void> FindNavVolumesOutRange(AEndCharacter* Character, const TArray<float>& Groups, float angleRange, const EEndBattleCompareDistanceType& Type, bool behind, float Distance) | FinalNative+2 flags | | 0x38 |
| TArray<void> FindNavVolumesInRange(AEndCharacter* Character, const TArray<float>& Groups, float angleRange, const EEndBattleCompareDistanceType& Type, bool behind, float Distance) | FinalNative+2 flags | | 0x38 |
| bool FindEnableCrystalAppearPoint(AEndCharacter* ownerCharacter, float nearLength, float farLength, float viewAngle, const FName& outPointName, FTransform& outPointTransform) | FinalNative+2 flags | | 0x51 |
| bool ExistsNavmeshWallEdgeFromChara(AEndCharacter* InCharacter, const float& OutDistance, float InRadius, bool InForceSSizeNav, bool InDrawDebug, float InDrawDebugTime) | FinalNative+2 flags | | 0x19 |
| bool ExistsNavmeshWallEdge(const FVector& InLocation, const float& OutDistance, AEndCharacterBase* InExecutor, float InRadius, bool InDrawDebug, float InDrawDebugTime) | FinalNative+2 flags | | 0x25 |
| bool ExistDamageSourceRevive() | FinalNative+2 flags | | 0x01 |
| void ExcludeActorsFromSkillCameraSlow(int32 sequenceActorUID, const TArray<void>& Actors) | FinalNative+2 flags | | 0x18 |
| void ExcludeActorFromSkillCameraSlow(int32 sequenceActorUID, AActor* Actor) | FinalNative+2 flags | | 0x10 |
| void EndForceFieldMode() | FinalNative+2 flags | | 0x00 |
| void EndBurst(AEndCharacter* Character, bool instant) | FinalNative+2 flags | | 0x09 |
| void EndBreakTime(AEndCharacter* Character, bool immediatelyEndAction) | FinalNative+2 flags | | 0x09 |
| void EndBattleDirection() | FinalNative+2 flags | | 0x00 |
| void EnableDamageReactionOwnerSyncAction(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| bool Die(AEndCharacter* Character, AEndCharacter* causerCharacter, bool skipDirection) | FinalNative+2 flags | | 0x12 |
| void DestroySupportFieldAll() | FinalNative+2 flags | | 0x00 |
| void DestroySafeAreaBehindDamageSource(int32 InGroupId, const TArray<void>& InDamageSourceIdList) | FinalNative+2 flags | | 0x18 |
| void DestroyDamageSourceAllCharacter(AEndCharacter* Character, bool bDestroyEffect, bool forceDestroy) | FinalNative+2 flags | | 0x0A |
| void DestroyDamageSourceAll(bool bDestroyEffect) | FinalNative+2 flags | | 0x01 |
| void DestroyDamageSource(const FName& DamageSourceID, AEndCharacter* ownerCharacter, bool bDestroyEffect, bool forceDestroy) | FinalNative+2 flags | | 0x12 |
| int32 DecBattleSceneCount(const FName& InName) | FinalNative+2 flags | | 0x0C |
| void DebugSetPropertyInformation(AEndCharacter* InCharacter, const FString& InName) | FinalNative+2 flags | | 0x18 |
| void DebugSetHP(AEndCharacter* Chara, int32 HP) | FinalNative+2 flags | | 0x0C |
| void CreateSyncActionOwnersByName(const FName& syncActionID0, const FName& ownerCharaName0, const FName& syncActionID1, const FName& ownerCharaName1, const FName& syncActionID2, const FName& ownerCharaName2) | FinalNative+2 flags | | 0x30 |
| void CreateSyncActionOwners(const FName& syncActionID0, AEndCharacter* ownerChara0, const FName& syncActionID1, AEndCharacter* ownerChara1, const FName& syncActionID2, AEndCharacter* ownerChara2) | FinalNative+2 flags | | 0x30 |
| void CreateSyncAction(const FName& SyncActionID, AEndCharacter* OwnerChara, AEndCharacter* targetChara, bool bPlayFromLoop, bool bOverwrite) | FinalNative+2 flags | | 0x1A |
| void CreateSafeAreaBehindDamageSource(int32 InGroupId, const TArray<AActor*>& InDamageSourceIdList, AActor* InDangerActor) | FinalNative+2 flags | | 0x20 |
| void CreateDamageSource(const FName& DamageSourceID, AEndCharacter* ownerCharacter, AEndCharacter* TargetCharacter, const FName& AbilityId, bool bOverrideDamage, int32 OverrideDamage) | FinalNative+2 flags | | 0x28 |
| void CloseSummonEnvironment() | FinalNative+2 flags | | 0x00 |
| void ClearEffectsByCategoryBattle() | FinalNative+2 flags | | 0x00 |
| void ClearBPDamageCoefficient(AEndCharacter* Character) | FinalNative+2 flags | | 0x08 |
| void ClearBattleCameraRestrictedPlayOwners() | FinalNative+2 flags | | 0x00 |
| void ChangePositionOfSummonOmen(int32 PhaseNumber, AEndCharacter* ownerCharacter) | FinalNative+2 flags | | 0x10 |
| void ChangePartyMember(const TArray<bool>& changeParameters, bool showUI) | FinalNative+2 flags | | 0x11 |
| void ChangeAppearance(AEndCharacter* Character, int32 Index) | FinalNative+2 flags | | 0x0C |
| bool CanSyncAction(AEndCharacter* Chara) | FinalNative+2 flags | | 0x09 |
| float CalcAimTargetOffsetHeight(const FVector& From, const FVector& To, float Velocity, float GravityScale, bool bDebugDraw, float DebugDrawTime) | FinalNative+2 flags | | 0x2C |
| bool BreakParts(AEndCharacter* ownerCharacter, const FName& uniqueName, bool forceDisableBattleLog, bool forceDisableDamageSource) | FinalNative+2 flags | | 0x13 |
| void BeginForceFieldMode(bool actorModeBattle, bool bDeactivateBattleCamera) | FinalNative+2 flags | | 0x02 |
| void BeginBreak(AEndCharacter* Character, const FName& battleBreakID) | FinalNative+2 flags | | 0x10 |
| void BeginBattleDirection(bool suspend) | FinalNative+2 flags | | 0x01 |
| void AddStatusChangeID(AEndCharacter* Character, const FName& statusChangeID, const EEndBattleStatusChangeTimeType& timeType, bool ignoreResist, AEndCharacter* causeCharacter, bool Lock) | FinalNative+2 flags | | 0x21 |
| void AddSpecialStatusChangeID(AEndCharacter* Character, AEndCharacter* causerCharacter, const FName& ID) | FinalNative+2 flags | | 0x18 |
| void AddSpecialStateEffectWithBeamTarget(AEndCharacter* Character, const FName& specialStateEffectID, const TArray<bool>& beamTargetCharaList, bool bLineEffect, float LineEffectTangentLength) | FinalNative+2 flags | | 0x28 |
| void AddSpecialStateEffect(AEndCharacter* Character, const FName& specialStateEffectID) | FinalNative+2 flags | | 0x10 |
| void AddInvincibleThroughAbilityID(AEndCharacter* Character, const FName& AbilityId) | FinalNative+2 flags | | 0x10 |
| void AddImpluse(AEndCharacter* Character, const FVector& Direction, float Magnitude) | FinalNative+2 flags | | 0x18 |
| void AddIgnoreDamageSourceLookAtTraceActor(AEndCharacter* Character, AActor* IgnoreActor) | FinalNative+2 flags | | 0x10 |
| void AddEnableTargetAbility(AEndCharacter* Character, const FName& AbilityId) | FinalNative+2 flags | | 0x10 |
| void AddDangerSource(AEndCharacter* Instigator, float Duration, const TArray<bool>& Infos, bool bResolveWithDamageSource) | FinalNative+2 flags | | 0x21 |
| void AddCombinationGauge(AEndCharacter* Character, int32 Value) | FinalNative+2 flags | | 0x0C |
| int32 AddBattleSceneCount(const FName& InName, int32 InAddCount) | FinalNative+2 flags | | 0x10 |
| void AddBattleCameraRestrictedPlayOwners(const TArray<void>& restrictedPlayOwners) | FinalNative+2 flags | | 0x10 |
| void AddAttachEffect(AEndCharacter* Chara, const FEndCharacterAttachEffectArguments& args) | FinalNative+2 flags | | 0x78 |
| void ActiveRagdoll(AEndCharacter* Character, bool bImmediately) | FinalNative+2 flags | | 0x09 |