Zdexby TheHolyOneZ
6,272 classes
Class

UEndBattleAPI

: UEndBattleCountAPI : UObject
/Script/EndGame.EndBattleAPI 0x0028 (40 B) align 8 inherited 0x0028 vtable /Script/EndGame
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 486

SignatureFlagsNativeParams
void ValidNearFadeEnvPhysicsActor()FinalNative+2 flags0x00
bool ValidateCombatAreaVolume(const FName& VolumeName, bool bValidate)FinalNative+2 flags0x0A
void UpdateMoveGenjiShield(AEndCharacter* ownerCharacter, AEndCharacter* causerCharacter)FinalNative+2 flags0x10
void UpdateAppearanceFrog(AEndCharacter* Character)FinalNative+2 flags0x08
bool TryLayoutTransform(const FName& NodeName)FinalNative+2 flags0x09
bool TryGetCurrentFloorLocation(const FVector& FloorLocation, AEndCharacterBase* Character)FinalNative+2 flags0x19
bool SwitchMesh(AEndCharacter* Character, const FName& MeshName, const FName& MeshLabel)FinalNative+2 flags0x19
void SummonTrigger()FinalNative+2 flags0x00
void SummonPointManualSuspend(bool suspend)FinalNative+2 flags0x01
void SummonFinishingBlow()FinalNative+2 flags0x00
void SummonCutSceneAbilityException(const FName& excludeCharaSpecID, const FName& substituteCharaSpecID)FinalNative+2 flags0x10
void StopPartStartLoopEndMotion(AEndCharacter* Character)FinalNative+2 flags0x08
void StopPartLoopMotion(AEndCharacter* Character)FinalNative+2 flags0x08
void StopEnvironmentPhysFieldForce(const FName& GroupName)FinalNative+2 flags0x08
void StopEffect(int32 handleNumber)FinalNative+2 flags0x04
void StopCrowdActor(const FName& LevelName, const FName& AccessID, float BlendTime, bool bUseFade)FinalNative+2 flags0x15
void StopBattleCameraSequence(int32 sequenceActorUID)FinalNative+2 flags0x04
void StopAnimEnvironment(const FName& LevelName, const FName& AccessID)FinalNative+2 flags0x10
void StopAddMotion(AEndCharacter* Character)FinalNative+2 flags0x08
void StartEnvironmentPhysFieldForce(const FName& GroupName)FinalNative+2 flags0x08
bool StartBurst(AEndCharacter* Character, bool Force)FinalNative+2 flags0x0A
bool SpawnWeaponCharacter(AEndCharacter* ownerCharacter, const EEndBattleUniqueAbilitySpawnWeaponType& weaponType, const FName& uniqueWeaponName, const FName& SpawnWeaponObjectName)FinalNative+2 flags0x1D
AActor* SpawnSharedCharaSpec(AEndCharacterBase* Character, int32 Index)FinalNative+2 flags0x18
void SkipFadeCharaPopActor(const FName& ActorName)FinalNative+2 flags0x08
void ShowTargetAppearGUI(AEndCharacter* Character)FinalNative+2 flags0x08
void ShowPhysics(const FName& ActorName, bool bSimulatePhysics)FinalNative+2 flags0x09
void SetWalkableFloorAngleOnBattleNav(AEndCharacter* InCharacter, float InWalkableAngle)FinalNative+2 flags0x0C
void SetWalkableFloorAngle(AEndCharacter* InCharacter, float InWalkableAngle)FinalNative+2 flags0x0C
void SetVisibilityWeapon(AEndCharacter* Character, bool bVisible, const EWeaponSlot& weaponSlotType, bool bSetToAnimationDefault, bool bAlsoSetToNeutral)FinalNative+2 flags0x0C
void SetValidSmallSizeForSummonArea(bool Valid)FinalNative+2 flags0x01
void SetValidLargeSizeForSummonArea(bool Valid)FinalNative+2 flags0x01
void SetupChargeCrystal(AEndCharacter* ownerCharacter, const FName& uniqueName)FinalNative+2 flags0x10
void SetUnitParameter(AEndCharacter* Character, bool hideTargetList, bool disableTarget, bool disableTargetShowIcon, bool DisableDamageHit)FinalNative+2 flags0x0C
void SetSummonInBossCutScene(bool bFlag)FinalNative+2 flags0x01
void SetSubCollisionPushBackSpeed(AEndCharacter* InChara, float InSpeed)FinalNative+2 flags0x0C
void SetStoryFlagCondition(const FName& storyFlagNames, bool Condition)FinalNative+2 flags0x09
void SetSpecialStatusStateChangeID(AEndCharacter* Character, const EEndBattleSpecialStatusChangeType& Type, const FName& stateChangeID, const FName& paramID)FinalNative+2 flags0x1C
void SetSpecialStatusChangeStateChangeID(AEndCharacter* Character, const FName& SpecialStatusChangeID, const FName& stateChangeID, const TArray<FName>& Params, const FName& paramID, AActor* paramActor)FinalNative+2 flags0x38
void SetShowEnemyStatusGUI(AEndCharacter* Character, bool Show)FinalNative+2 flags0x09
void SetRootCapsuleAttackTargetSizeScale(AEndCharacter* Character, const FVector& AttackTargetSizeScale)FinalNative+2 flags0x14
void SetRigidBodyName(AEndCharacter* Character, const FName& RigidBodyName, bool bDeactivateOther)FinalNative+2 flags0x11
void SetRewardDelayEndBattle()FinalNative+2 flags0x00
void SetPrimaryAnimPack(AEndCharacter* Character, const FName& InName, bool ignoreLowerPriority)FinalNative+2 flags0x11
void SetPerchSweepRadiusScale(AEndCharacter* InChara, float InScale)FinalNative+2 flags0x0C
bool SetPartyLeader(const EPlayerType& Player, bool bIsInputTrigered)FinalNative+2 flags0x03
void SetPartsHPPercent(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, float Percent)FinalNative+2 flags0x14
void SetOverridePartsCameraLockSocketName(AEndCharacter* Character, const FName& BaseBattleCharaPartsSpecID, const FName& SocketName, float BlendTime, const EAlphaBlendOption& BlendOption)FinalNative+2 flags0x1D
void SetOverrideMovementBaseByComponentTags(AEndCharacter* InCharacter, AActor* InMovementBaseActor, const FName& ComponentTag)FinalNative+2 flags0x18
void SetOverrideLocomotionAnimSequenceName(AEndCharacter* InChara, const EEndLocomotionAnimGroup& AnimGroup, const FName& AnimSequenceName, float BlendTime)FinalNative+2 flags0x18
void SetOverrideKeepFromAbility(AEndCharacter* Character, const FName& InAbilityName)FinalNative+2 flags0x10
void SetOverrideKeep(AEndCharacter* Character, int32 InKeep)FinalNative+2 flags0x0C
void SetOverrideEnemyBookID(AEndCharacter* Character, const FName& EnemyBookID)FinalNative+2 flags0x10
void SetOverrideCapsuleSize(AEndCharacter* InCharacter, float InRadius, float InCapsuleHalfHeight)FinalNative+2 flags0x10
void SetOverrideCameraLockSocketName(AEndCharacter* Character, const FName& SocketName, float BlendTime, const EAlphaBlendOption& BlendOption)FinalNative+2 flags0x15
void SetOverrideBattleDefenseID(AEndCharacter* Character, const FName& battleDefenseID)FinalNative+2 flags0x10
void SetOverrideBattleCharaSpec(AEndCharacter* Character, const FName& BattleCharaSpecID)FinalNative+2 flags0x10
void SetOverrideBattleCharaPartsSpec(AEndCharacter* Character, const FName& BaseID, const FName& OverrideId, bool bChangeHP)FinalNative+2 flags0x19
void SetOverrideAdditiveDamage(AEndCharacter* InChara, const FName& AnimSequenceName)FinalNative+2 flags0x10
void SetOverrideActiveAimAngle(AEndCharacter* Character, const FVector2D& ActiveYawRange, const FVector2D& ActivePitchRange)FinalNative+2 flags0x18
void SetOverrideAbilityKeep(AEndCharacter* Character, int32 Value)FinalNative+2 flags0x0C
void SetMovementSplineConstraint(AEndCharacterBase* InCharacter, AActor* InSplineActor, const FName& ComponentTag)FinalNative+2 flags0x18
void SetLockHeat(AEndCharacter* Character, bool Locked)FinalNative+2 flags0x09
void SetInvalidPerchRadiusScale(AEndCharacter* InChara, float InScale)FinalNative+2 flags0x0C
void SetImmotality(AEndCharacter* InChara, bool InImmotality)FinalNative+2 flags0x09
bool SetIgnoreSummonTargetPointFromActorName(const FName& InActorName, bool ignore)FinalNative+2 flags0x0A
void SetIgnorePushActorsByAccessID(AEndCharacter* Character, bool bIgnore, const TArray<void>& AccessIDs)FinalNative+2 flags0x20
void SetIgnorePushActors(AEndCharacter* Character, bool bIgnore, const TArray<TArray<void>>& LevelNames, const TArray<void>& ActorNames)FinalNative+2 flags0x30
void SetIgnoreMoveOnlyNavMesh(AEndCharacter* Character, bool bIgnoreMoveOnlyNavMesh)FinalNative+2 flags0x09
void SetIgnoreDisperseTarget(AEndCharacter* Character)FinalNative+2 flags0x08
void SetHPPercent(AEndCharacter* Character, int32 Percent)FinalNative+2 flags0x0C
void SetHitCharaResponse(AEndCharacterBase* Character, bool bHitChara)FinalNative+2 flags0x09
void SetHideTargetList(AEndCharacter* Character, bool hide)FinalNative+2 flags0x09
void SetHideSummonWithSkillCamera(bool enableHide)FinalNative+2 flags0x01
void SetHide(AEndCharacter* Character, bool hide)FinalNative+2 flags0x09
void SetHiddenVolumeRelatedBreakable(const EEndBattleBreakableRelationVolumeType& VolumeType, bool bHidden, const TArray<void>& BreakableIDs)FinalNative+2 flags0x18
void SetHiddenBreakablesTwoParam(bool bHidden, const TArray<void>& AccessIDs)FinalNative+2 flags0x18
void SetHiddenBreakables(bool bHidden, const TArray<TArray<void>>& LevelNames, const TArray<void>& AccessIDs)FinalNative+2 flags0x28
void SetHiddenBreakable(bool bHidden, const FName& LevelName, const FName& AccessID)FinalNative+2 flags0x14
void SetHeat(AEndCharacter* Character, bool Enable, float Duration)FinalNative+2 flags0x10
void SetForcedLODMode(AEndCharacter* Character, bool Enable)FinalNative+2 flags0x09
void SetForceActionRestriction(AEndCharacter* Character, bool forceActionRestriction)FinalNative+2 flags0x09
void SetEnableSlip(AEndCharacter* Character, bool Enable)FinalNative+2 flags0x09
void SetEnableSleepAnimationAttachCharacterOnly(AEndCharacter* Character, bool Enable)FinalNative+2 flags0x09
void SetEnableResidentBlend(AEndCharacter* Character, const FName& ResidentBlendName, bool bEnabled, float BlendTime)FinalNative+2 flags0x18
void SetEnableRegeneOfCharaParts(AEndCharacter* InCharacter, const FName& InPartsID, bool InEnable)FinalNative+2 flags0x11
void SetEnablePushCollision(AEndCharacter* Character, const FName& partId, bool Enable)FinalNative+2 flags0x11
void SetEnableEquipmentSkillFrogAlways(bool Enable, bool frogAfterDebuffDisable)FinalNative+2 flags0x02
void SetEnabledUpdateAimLocation(AEndCharacter* Character, bool bEnabled)FinalNative+2 flags0x09
void SetEnableControlDamageToParts(AEndCharacter* InCharacter, bool InDamageToOnePart)FinalNative+2 flags0x09
void SetEnableBreakPartsDamage(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, bool Enable)FinalNative+2 flags0x11
void SetEnableBreakDamage(AEndCharacter* Character, bool Enable)FinalNative+2 flags0x09
void SetEnableBreakable(const FName& LevelName, const FName& AccessID, bool bEnable)FinalNative+2 flags0x11
void SetEnableBonamikGroup(AEndCharacter* Character, const FName& BonamikGroupName, bool bEnabled, float BlendTime)FinalNative+2 flags0x18
void SetEnableBonamikGroundCollision(AEndCharacter* Character, const FName& BonamikGroupName, bool bEnabled)FinalNative+2 flags0x11
void SetEnableBattleAway(bool Enable)FinalNative+2 flags0x01
void SetDyingAbilityID(AEndCharacter* Character, const FName& AbilityId)FinalNative+2 flags0x10
void SetDuringCommandAbilityInvalidPeriod(AEndCharacter* targetPlayerCharacter, bool bInvalid)FinalNative+2 flags0x09
void SetDrawPauseEnvironmentPhysicsActors(const TArray<bool>& objectList, bool drawPause, bool tickPause)FinalNative+2 flags0x12
void SetDrawPauseEnvironment(const FName& LevelName, const FName& AccessID, bool bPause, bool bIncludingCollision)FinalNative+2 flags0x12
void SetDrawPauseCharacter(AEndCharacter* Character, bool bPause)FinalNative+2 flags0x09
void SetDisperseTarget(AEndCharacter* Executor, AEndCharacter* TargetPlayer)FinalNative+2 flags0x10
void SetDisableTargetOfParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, bool bDisableTarget)FinalNative+2 flags0x11
void SetDisableTargetNew(AEndCharacter* Character, bool Disable, bool showIcon)FinalNative+2 flags0x0A
void SetDisableTarget(AEndCharacter* InChara, bool InDisable, bool hitDamage, bool refreshTargetLock)FinalNative+2 flags0x0B
void SetDisableSummoning(bool Enable, int32 PhaseNumber)FinalNative+2 flags0x08
void SetDisableSubCollisionByGroupName(AEndCharacter* InChara, const FName& InGroupName, bool bDisable)FinalNative+2 flags0x11
void SetDisableSubCollision(AEndCharacter* InChara, bool bDisable)FinalNative+2 flags0x09
void SetDisableStealTextLabel(const FString& TextLabel)FinalNative+2 flags0x10
void SetDisableSteal(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDisableReserveMemberCommand(bool Disable)FinalNative+2 flags0x01
void SetDisableReactionAndBreak(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDisableReaction(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDisablePartsBreak(AEndCharacter* Character, bool bDisable)FinalNative+2 flags0x09
void SetDisableParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, bool bDisableTarget, bool bDisableDamage, bool bDisableDamageCollision)FinalNative+2 flags0x13
void SetDisableGameOver(bool Disable)FinalNative+2 flags0x01
void SetDisableFinish(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDisableDeadDestroy(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDisableDamageHit(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDisableBurst(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDisableBodyHPDecrementByParts(AEndCharacter* Character, bool bDisable)FinalNative+2 flags0x09
void SetDisableBodyDamagePopupByParts(AEndCharacter* Character, bool bDisable)FinalNative+2 flags0x09
void SetDisableActionRestriction(AEndCharacter* Character, bool Disable)FinalNative+2 flags0x09
void SetDamageHitResponse(AEndCharacterBase* Character, bool bHitDamage)FinalNative+2 flags0x09
void SetCollisionEnableByComponentTag(AActor* InActor, bool bEnable, const FName& ComponentTag)FinalNative+2 flags0x14
void SetCharacterMovementMode(AEndCharacter* InChara, bool bMovable, bool bHitWall, bool bHitObject, bool bFitFloor, bool bMaxWeight)FinalNative+2 flags0x0D
void SetCharacterBehaviorParts(AEndCharacter* Character, AEndCharacter* parentCharacter)FinalNative+2 flags0x10
void SetCharacterBehaviorMode(AEndCharacter* Character, const EEndAnimBehaviorMode& Mode, bool immediate)FinalNative+2 flags0x0A
void SetBurstForceAerial(AEndCharacter* InChara, bool Flag)FinalNative+2 flags0x09
void SetBreakPartsDamageID(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, const FName& BreakID)FinalNative+2 flags0x18
void SetBreakPartsDamage(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, const FName& BreakID, float breakDamageHPMaxPercent)FinalNative+2 flags0x1C
void SetBreakDamage(AEndCharacter* Character, const FName& BreakID, float breakDamageHPMaxPercent)FinalNative+2 flags0x14
void SetBPPercent(AEndCharacter* Character, float Value)FinalNative+2 flags0x0C
void SetBPDamageCoefficient(AEndCharacter* Character, float Coefficient)FinalNative+2 flags0x0C
void SetBP(AEndCharacter* Character, float Value)FinalNative+2 flags0x0C
void SetBattleSceneCountLifeCycle(const FName& InName, const EEndBattleSceneCountLifeCycleType& InType, int32 InValue)FinalNative+2 flags0x10
void SetBattleSceneCount(const FName& InName, int32 InCount)FinalNative+2 flags0x0C
void SetBattleSafeTransform(AEndCharacter* InChara, bool bEnable)FinalNative+2 flags0x09
void SetBattleAbilityRotateStatePointName(AEndCharacter* Character, const FName& PointName)FinalNative+2 flags0x10
void SetBattleAbilityRotateStateLocation(AEndCharacter* Character, const FVector& Location)FinalNative+2 flags0x14
void SetATBAll(float Value)FinalNative+2 flags0x04
void SetATB(const EPlayerType& PlayerType, float Value)FinalNative+2 flags0x08
void SetAIPCToSafeArea(const EPlayerType& PlayerCharacter, int32 GroupId, bool Flag, bool bIncludeReserve, bool bFollowUCPC, const FVector& AvoidLocation)FinalNative+2 flags0x18
void SetAIPCTargetDirect(const EPlayerType& PlayerCharacter, AEndCharacter* TargetCharacter, const TArray<void>& PartsIDList)FinalNative+2 flags0x20
void SetAIPCTargetChoosingParam(const EPlayerType& PlayerCharacter, const TArray<ETargetChoosingSort>& PriorityTagList, const ETargetChoosingSort& SortMethod, const TArray<void>& AssignedTargets)FinalNative+2 flags0x30
void SetAIPCIgnoreHeight(const EPlayerType& PlayerType, bool InFlag)FinalNative+2 flags0x02
void SetAIPCExcludeTarget(const EPlayerType& PlayerType, AEndCharacter* TargetCharacter)FinalNative+2 flags0x10
void SetAIPCExcludeArea(const EPlayerType& PlayerCharacter, int32 GroupId, bool Flag, bool bIncludeReserve)FinalNative+2 flags0x0A
void SetAIPCDisconnectArea(AEndCharacter* InCharacter, int32 InGroupId)FinalNative+2 flags0x0C
void SetAIPCConfrontIdle(const EPlayerType& InPlayerType, bool InFlag, bool bIncludeReserve)FinalNative+2 flags0x03
void SetAIPCCombatArea(const EPlayerType& PlayerCharacter, int32 GroupId, bool Flag, bool bIncludeReserve)FinalNative+2 flags0x0A
void SetAimTargetOffsetHeight(AEndCharacter* Character, float OffsetHeight)FinalNative+2 flags0x0C
void SetActorPause(AActor* Actor, bool bTickPause, bool bDrawPause)FinalNative+2 flags0x0A
void SetActorMoveMode(AEndCharacter* Character, const EActorMoveMode& actorMoveMode)FinalNative+2 flags0x09
void SetActorLocationToRoot(AEndCharacter* Character, const FVector& NewLocation)FinalNative+2 flags0x14
void SetActorLocationAndRotationToRoot(AEndCharacter* Character, const FVector& NewLocation, const FRotator& NewRotator)FinalNative+2 flags0x20
void SendSystemMessage(const FString& InMessage)FinalNative+2 flags0x10
void SendPhaseNumberToSummonSystem(int32 currentPhase)FinalNative+2 flags0x04
void SendMetaMessage(const FString& InMessage)FinalNative+2 flags0x10
bool SendGenjiShieldToPlayBattleCamera(AEndCharacter* ownerCharacter, int32 sequenceActorUID)FinalNative+2 flags0x0D
void SendEventResidualParticles(AEndCharacter* ownerCharacter, const EEndBattleResidualParticlesEventType& EventType, bool otherThanOwner)FinalNative+2 flags0x0A
void SendEventDamageSourceTheTableNumber(AEndCharacter* Character, const FName& DamageSourceID, int32 tableNumber)FinalNative+2 flags0x14
void SendEventDamageSource(AEndCharacter* Character, const FName& DamageSourceID)FinalNative+2 flags0x10
void RestrictBattleFieldBySummonBoss()FinalNative+2 flags0x00
void ResetWalkableFloorAngleOnBattleNav(AEndCharacter* InCharacter)FinalNative+2 flags0x08
void ResetWalkableFloorAngle(AEndCharacter* InCharacter)FinalNative+2 flags0x08
void ResetUniqueAbilityDerivedFixedAbilityID(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetSummonPointToIncreaseOneSecond()FinalNative+2 flags0x00
void ResetSummonCutSceneReturnLocation(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetSummonCondition()FinalNative+2 flags0x00
void ResetSubCollisionPushBackSpeed(AEndCharacter* InChara)FinalNative+2 flags0x08
void ResetRootCapsuleAttackTargetSizeScale(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetRigidBodyName(AEndCharacter* Character, const FName& RigidBodyName)FinalNative+2 flags0x10
void ResetPrimaryAnimPack(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetOverridePartsCameraLockSocketName(AEndCharacter* Character, const FName& BaseBattleCharaPartsSpecID, float BlendTime, const EAlphaBlendOption& BlendOption)FinalNative+2 flags0x15
void ResetOverrideMovementBase(AEndCharacter* InCharacter)FinalNative+2 flags0x08
void ResetOverrideLocomotionAnimSequenceName(AEndCharacter* InChara, const EEndLocomotionAnimGroup& AnimGroup, float BlendTime)FinalNative+2 flags0x10
void ResetOverrideKeep(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetOverrideEnemyBookID(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetOverrideCapsuleSize(AEndCharacter* InCharacter)FinalNative+2 flags0x08
void ResetOverrideCameraLockSocketName(AEndCharacter* Character, float BlendTime, const EAlphaBlendOption& BlendOption)FinalNative+2 flags0x0D
void ResetOverrideBattleDefenseID(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetOverrideBattleCharaSpec(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetOverrideBattleCharaPartsSpec(AEndCharacter* Character, const FName& BaseID)FinalNative+2 flags0x10
void ResetOverrideAdditiveDamage(AEndCharacter* InChara)FinalNative+2 flags0x08
void ResetOverrideActiveAimAngle(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetHitCharaResponse(AEndCharacterBase* Character)FinalNative+2 flags0x08
void ResetDisperseTarget()FinalNative+2 flags0x00
void ResetDisableStealTextLabel()FinalNative+2 flags0x00
void ResetDamageHitResponse(AEndCharacterBase* Character)FinalNative+2 flags0x08
void ResetCharacterMovementMode(AEndCharacter* InChara)FinalNative+2 flags0x08
void ResetBreakWeakAttributeDamageValue(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetBreakPartsDamageValue(AEndCharacter* Character, const FName& BattleCharaPartsSpecID)FinalNative+2 flags0x10
void ResetBreakDamageValue(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetBP(AEndCharacter* Character, bool bResetAnimation)FinalNative+2 flags0x09
void ResetAppearanceFrog(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetAppearance(AEndCharacter* Character)FinalNative+2 flags0x08
void ResetAIPCTargetDirect(const EPlayerType& PlayerCharacter)FinalNative+2 flags0x01
void ResetAIPCTargetChoosingParam(const EPlayerType& PlayerCharacter)FinalNative+2 flags0x01
void ResetAIPCExcludeTarget(const EPlayerType& PlayerType)FinalNative+2 flags0x01
void ResetAIPCDisconnectArea()FinalNative+2 flags0x00
void ResetAimTargetOffsetHeight(AEndCharacter* Character)FinalNative+2 flags0x08
bool RequestUniqueAbilitySpawnWeapon(AEndCharacter* ownerCharacter, const EEndBattleUniqueAbilitySpawnWeaponType& weaponType, const EEndBattleSpawnWeaponStateType& weaponStateType, const FName& uniqueWeaponName)FinalNative+2 flags0x15
void RequestSyncActionEnd(AEndCharacter* Chara, const EEndBattleSyncActionEndType& Type, AEndCharacter* causerCharacter)FinalNative+2 flags0x18
bool RequestSummonEnemyPreloadCutSceneAbility(AEndCharacter* InCharacter, const FName& InCutSceneID, const FName& InDamageSourceID)FinalNative+2 flags0x19
bool RequestSummonEnemyPlayCutSceneAbility(AEndCharacter* InCharacter)FinalNative+2 flags0x09
bool RequestSummonEnemyCutSceneAbility(AEndCharacter* InCharacter, const FName& InCutSceneID, const FName& InDamageSourceID)FinalNative+2 flags0x19
void RequestShowAbilityName(AEndCharacter* Character, const FString& String, float InTime, bool bNonGuardableIcon)FinalNative+2 flags0x1D
void RequestReturnSummon()FinalNative+2 flags0x00
void RequestPreloadCutScene(const FName& CutSceneID)FinalNative+2 flags0x08
bool RequestCurrentChargeCrystalDisappears(AEndCharacter* ownerCharacter)FinalNative+2 flags0x09
bool RequestCreateDestructionParts(AEndCharacter* ownerCharacter, const FName& uniqueName, const FName& spawnCharaSpecName, const FName& partsAttachSocketName, bool recreate)FinalNative+2 flags0x22
bool RequestBrokenDestructionParts(AEndCharacter* ownerCharacter, const FName& uniqueName)FinalNative+2 flags0x11
void RequestAttachSyncAction(AEndCharacter* Character)FinalNative+2 flags0x08
void RepairParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID, const FName& MeshLabel, const EEndPartsRepairConditionType& Condition)FinalNative+2 flags0x19
void RemoveStatusChangeID(AEndCharacter* Character, const FName& statusChangeID, bool Lock)FinalNative+2 flags0x11
void RemoveSpecialStatusChangeType(AEndCharacter* InChara, const EEndBattleSpecialStatusChangeType& InType)FinalNative+2 flags0x09
void RemoveSpecialStatusChangeIDRequest(AEndCharacter* Character, const FName& ID)FinalNative+2 flags0x10
void RemoveSpecialStatusChangeID(AEndCharacter* Character, const FName& ID)FinalNative+2 flags0x10
void RemoveSpecialStateEffect(AEndCharacter* Character, const FName& specialStateEffectID)FinalNative+2 flags0x10
void RemoveIgnoreDamageSourceLookAtTraceActor(AEndCharacter* Character, AActor* IgnoreActor)FinalNative+2 flags0x10
void RemoveDangerSource(AEndCharacter* Instigator, const EEndAISensorDangerObjectType& Type)FinalNative+2 flags0x09
void RemoveAttachEffect(AEndCharacter* Chara, const FName& AttachSocketName, const FName& ResourceName, bool bDestroy)FinalNative+2 flags0x19
void ReleaseBattleFieldBySummonBoss()FinalNative+2 flags0x00
void ReGuard(AEndCharacter* Character)FinalNative+2 flags0x08
bool RegisterTargetLockGroup(AEndCharacter* Character, const TArray<int32>& TargetList, int32 MaxEachTargetNum, bool bPrioritizeUCPC, const FName& GroupName, const EEndBattleAITargetLockGroupPriority& Priority, bool bIgnoreProvocation, bool bNoLockLastOne)FinalNative+2 flags0x2C
void RaycastWallFromChara(AEndCharacter* InCharacter, float InOffsetYaw, float InCastRange, const bool& OutHit, const float& OutDistance, FHitResult& OutParam)FinalNative+2 flags0xA8
bool RaycastTerrainFromChara(FHitResult& HitResult, AEndCharacter* Character, const FName& SocketName, const FVector& Offset, uint8 DrawDebugType, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime)FinalNative+2 flags0xD5
void RaycastSphereWallFromChara(AEndCharacter* InCharacter, float InOffsetYaw, float InCastRange, float InRadius, const bool& OutHit, const float& OutDistance, FHitResult& OutParam)FinalNative+2 flags0xAC
void PlayPartStartLoopEndMotion(AEndCharacter* Character, const FName& StartMotionName, const FName& LoopMotionName, const FName& endMotionName, const FName& BoneName, const EEndExtraActionLayer& Layer, float LoopTime)FinalNative+2 flags0x30
void PlayPartMotion(AEndCharacter* Character, const FName& MotionName, const FName& BoneName, const EEndExtraActionLayer& Layer, float overrideBlendIn, float overrideBlendOut)FinalNative+2 flags0x24
void PlayPartLoopMotion(AEndCharacter* Character, const FName& MotionName, const FName& BoneName, const EEndExtraActionLayer& Layer)FinalNative+2 flags0x19
void PlayInterruptAnimInBurst(AEndCharacter* InChara)FinalNative+2 flags0x08
int32 PlayEffectFromResourceCharacter(int32 CategoryType, AActor* ResourceActor, const FName& ResourceName, AActor* AttachActor, const FName& AttachSocketName, bool NotSynchronizeInvisible)FinalNative+2 flags0x30
int32 PlayEffect(int32 CategoryType, const FName& ResourceName, AActor* AttachActor, const FName& AttachSocketName, bool NotSynchronizeInvisible)FinalNative+2 flags0x28
bool PlayDitherFadeEffect(int32 CategoryType, const FName& ResourceName, AEndCharacter* ownerCharacter, const FName& AttachSocketName)FinalNative+2 flags0x21
void PlayCrowdActor(const FName& LevelName, const FName& AccessID, float BlendTime, bool bUseFade)FinalNative+2 flags0x15
int32 PlayBattleCameraSequenceSpecialSkill(const FName& CameraSequenceID, AEndCharacterBase* OwnerChara, AEndCharacterBase* HasResourceChara, AActor* TargetActor)FinalNative+2 flags0x24
int32 PlayBattleCameraSequence(const FName& CameraSequenceID, AEndCharacterBase* OwnerChara, AEndCharacterBase* HasResourceChara, AActor* TargetActor, bool bIsToRegisterSlaveViewOnly, float MassiveEnvironmentFrustrumScaleForMainPass)FinalNative+2 flags0x2C
void PlayAnimEnvironmentBeginLoop(const FName& LevelName, const FName& AccessID, const FName& BeginAnimName, const FName& LoopAnimName)FinalNative+2 flags0x20
void PlayAnimEnvironment(const FName& LevelName, const FName& AccessID, const FName& AnimName, const EEndBattleEnvironmentAnimPlayType& PlayType)FinalNative+2 flags0x19
void PlayAddMotion(AEndCharacter* Character, const FName& MotionName, const EEndExtraActionLayer& Layer, bool bInfiniteLoop)FinalNative+2 flags0x12
void OverrideSummonPointToIncreaseOneSecond(float Point)FinalNative+2 flags0x04
void OverrideSummonCutSceneReturnLocation(AEndCharacter* Character, const FTransform& Transform)FinalNative+2 flags0x40
void OverrideSummonCaptureTimeLimit(float Time)FinalNative+2 flags0x04
void OverrideDamageSourceIDCutSceneAbility(AEndCharacter* InCharacter, const FName& InDamageSourceID)FinalNative+2 flags0x10
void OnSummonFinishActivatePhase()FinalNative+2 flags0x00
void OnSummonActivateTriggerAction()FinalNative+2 flags0x00
void NotifyAbilityReaction(AEndCharacter* Character, float Param0)FinalNative+2 flags0x0C
bool NavmeshRaycastFromChara(AEndCharacter* InCharacter, float InOffsetYaw, const float& OutDistance, float InCastRange, bool InForceSSizeNav, bool InDrawDebug, float InDrawDebugTime, bool NoCheckEscapeWall)FinalNative+2 flags0x1E
bool NavmeshRaycast(const FVector& InLocation, const FVector& InDirection, const float& OutDistance, AEndCharacterBase* InExecutor, float InCastRange, bool InDrawDebug, float InDrawDebugTime, bool NoCheckEscapeWall)FinalNative+2 flags0x36
void MoveGenjiShield(AEndCharacter* ownerCharacter, AEndCharacter* causerCharacter)FinalNative+2 flags0x10
bool IsUniqueAbility(const FName& AbilityId)FinalNative+2 flags0x09
bool IsUCPC(AEndCharacter* Character)FinalNative+2 flags0x09
bool IsSummonGaugeZero()FinalNative+2 flags0x01
bool IsSummon(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsSetRigidBodyName(AEndCharacter* Character, const FName& RigidBodyName)FinalNative+2 flags0x11
bool IsRideFatMoogle(AEndCharacter* Character)FinalNative+2 flags0x09
bool IsPlayingBattleCameraSequence(int32 sequenceActorUID)FinalNative+2 flags0x05
bool IsPlayingAnimEnvironment(const FName& LevelName, const FName& AccessID, const FName& AnimName)FinalNative+2 flags0x19
bool IsPlayerCharacterValid(const EPlayerType& Type)FinalNative+2 flags0x02
bool IsPlayer(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsOverlapPoint(AEndNavModifierVolume* InVolume, const FVector& InPoint)FinalNative+2 flags0x15
bool IsOverlapCharaFromName(const FName& InVolumeName, AEndCharacter* InChara)FinalNative+2 flags0x11
bool IsNormal(const FName& InAbilityName)FinalNative+2 flags0x09
bool IsMagic(const FName& InAbilityName)FinalNative+2 flags0x09
bool IsLimit(const FName& InAbilityName)FinalNative+2 flags0x09
bool IsLaunchActionPlaying(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsLaunchActionInAir(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsItem(const FName& InAbilityName)FinalNative+2 flags0x09
bool IsInSyncAction(AEndCharacter* Chara)FinalNative+2 flags0x09
bool IsInSupportField(AEndCharacter* Character, const EEndBattleSupportFieldType& supportFieldType)FinalNative+2 flags0x0A
bool IsInSummonCutScene()FinalNative+2 flags0x01
bool IsInScreen(AActor* Actor)FinalNative+2 flags0x09
bool IsInFanRange(AEndCharacter* ownerCharacter, float baseYaw, float angleRange, float radiusMin, float radiusMax, const FVector& targetPosition)FinalNative+2 flags0x25
bool IsInEnemySummonCutScene()FinalNative+2 flags0x01
bool IsInBattle()FinalNative+2 flags0x01
bool IsHPPercent(AEndCharacter* InChara, int32 Percent, const EEndAiMathCmp& Cmp)FinalNative+2 flags0x0E
bool IsGuard(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsFillLimitPlayer(const FName& PlayerCharaName)FinalNative+2 flags0x09
bool IsDummyPartyMember(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsDodgeResetUniqueAbility(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsDisperseTargetExecutor(AEndCharacter* Character)FinalNative+2 flags0x09
bool IsDisableTarget(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsDamageSourceFlagDisableFinish(int64 Flag)FinalNative+2 flags0x09
bool IsDamage(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsContainedMotionListArray(AEndCharacter* InChara, const TArray<bool>& InMot)FinalNative+2 flags0x19
bool IsContainedMotionList5(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2, const FName& InMot3, const FName& InMot4, const FName& InMot5)FinalNative+2 flags0x31
bool IsContainedMotionList4(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2, const FName& InMot3, const FName& InMot4)FinalNative+2 flags0x29
bool IsContainedMotionList3(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2, const FName& InMot3)FinalNative+2 flags0x21
bool IsContainedMotionList2(AEndCharacter* InChara, const FName& InMot1, const FName& InMot2)FinalNative+2 flags0x19
bool IsContainedMotionList(AEndCharacter* InChara, const FName& InMot1)FinalNative+2 flags0x11
bool IsCommandAbilityCombination(AEndCharacter* Character)FinalNative+2 flags0x09
bool IsCombinationAbilityFromDataObjectBattleAbility(int64 Flag0)FinalNative+2 flags0x09
bool IsCloudOffensiveMode()FinalNative+2 flags0x01
bool IsCharaID(AEndCharacter* InChara, const FName& Upper, const FName& Lower)FinalNative+2 flags0x19
void IsCharacterValidBranch(AEndCharacter* InCharacter, const uint8& OutSignal)FinalNative+2 flags0x09
bool IsCharacterValid(AEndCharacter* InCharacter)FinalNative+2 flags0x09
bool IsBurst(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsBrokenParts(AEndCharacter* Character, const FName& BattleCharaPartsSpecID)FinalNative+2 flags0x11
bool IsBreakEndAction(AEndCharacter* Character)FinalNative+2 flags0x09
bool IsBreak(AEndCharacter* Character)FinalNative+2 flags0x09
bool IsAIPCRangedWeaponEquipped(const EPlayerType& PlayerCharacter)FinalNative+2 flags0x02
bool IsAIPC(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsAdditiveDamagePlaying(AEndCharacter* InChara)FinalNative+2 flags0x09
bool IsActionRestriction(AEndCharacter* Character)FinalNative+2 flags0x09
bool IsAbility(const FName& InAbilityName)FinalNative+2 flags0x09
void InvalidNearFadeEnvPhysicsActor()FinalNative+2 flags0x00
int32 IncBattleSceneCount(const FName& InName)FinalNative+2 flags0x0C
void HidePhysics(const FName& ActorName)FinalNative+2 flags0x08
void HideAbilityName(AEndCharacter* Character)FinalNative+2 flags0x08
bool HasStatusChangeID(AEndCharacter* Character, const FName& statusChangeID)FinalNative+2 flags0x11
bool HasSpecialStatusChangeType(AEndCharacter* InChara, const EEndBattleSpecialStatusChangeType& InType)FinalNative+2 flags0x0A
bool HasSpecialStatusChangeID(AEndCharacter* Character, const FName& ID)FinalNative+2 flags0x11
bool HasDamageSource(AEndCharacter* InChara, const FName& InDamageSourceID)FinalNative+2 flags0x11
bool HasAbilityElement(const FName& InAbilityName, const EEndBattleAttributeType& InType)FinalNative+2 flags0x0A
float GetWorldLocationAngle(const FVector& BaseLocation, const FVector& TargetLocation)FinalNative+2 flags0x1C
void GetTrophyFirstRescue()FinalNative+2 flags0x00
float GetTargetLocationAngle(AEndCharacter* Character, const FVector& TargetLocation)FinalNative+2 flags0x18
float GetTargetCharacterAngle(AEndCharacter* Character, AEndCharacter* TargetCharacter)FinalNative+2 flags0x14
AEndCharacter* GetTargetCharacter(AEndCharacter* Character)FinalNative+2 flags0x10
FName GetSyncActionIDLast(AEndCharacter* Chara)FinalNative+2 flags0x10
FName GetSyncActionID(AEndCharacter* Chara)FinalNative+2 flags0x10
AEndBattleSummonTargetPoint* GetSummonTargetPointFromActorName(const FName& InActorName)FinalNative+2 flags0x10
float GetSummonAvilableTime()FinalNative+2 flags0x04
AEndCharacter* GetSummom(const EEndBattleSummonType& Type)FinalNative+2 flags0x10
float GetSubCollisionPushBackSpeed(AEndCharacter* InChara)FinalNative+2 flags0x0C
int32 GetStoryFlagConditionNum(const TArray<bool>& storyFlagNames, bool Condition, int32 initializeNum)FinalNative+2 flags0x1C
int32 GetSpendATBBarTotal(AEndCharacter* EndCharacter)FinalNative+2 flags0x0C
void GetSpecialStatusChangeType(AEndCharacter* Character, const TArray<void>& typeList)FinalNative+2 flags0x18
float GetSpecialStatusChangeParamFloat(AEndCharacter* Character, const EEndBattleSpecialStatusChangeType& Type, const FName& paramID)FinalNative+2 flags0x18
FTransform GetSocketTransform(AEndCharacter* InChara, const FName& InSocketName)FinalNative+2 flags0x40
AEndCharacter* GetRiddenMasterCharacter(AEndCharacter* Character)FinalNative+2 flags0x10
int32 GetResistanceElement(AEndCharacter* InChara, int32 InType)FinalNative+2 flags0x10
FName GetReplaceDamageSourceID(const FName& InAbilityName)FinalNative+2 flags0x10
FName GetRaceName(AEndCharacter* InChara)FinalNative+2 flags0x10
void GetPlayingExtraActionSequenceNames(const TArray<AEndCharacter*>& OutNames, AEndCharacter* InChara)FinalNative+2 flags0x18
EPlayerType GetPlayerType(AEndCharacter* InChara)FinalNative+2 flags0x09
AEndCharacter* GetPlayerCharacter(const EPlayerType& Type)FinalNative+2 flags0x10
TArray<void> GetPhysicsInVolumeFromLocation(const FName& InVolumeName, const FName& LocationName, const FName& InName, bool InContain, bool InPossetion, bool InCanPosettion)FinalNative+2 flags0x30
TArray<void> GetPhysicsInVolume(const FName& InVolumeName, const FName& InName, bool InContain, bool InPossetion)FinalNative+2 flags0x28
TArray<void> GetPhysicsFromLocation(const FName& LocationName)FinalNative+2 flags0x18
TArray<void> GetPhysicsFromActorName(const FName& InName, bool InContain)FinalNative+2 flags0x20
int32 GetPhysicsDefense(AEndCharacter* InChara)FinalNative+2 flags0x0C
int32 GetPhysicsAttack(AEndCharacter* Character)FinalNative+2 flags0x0C
TArray<void> GetPhysics(const FName& InName, bool InContain)FinalNative+2 flags0x20
TArray<void> GetPartyMembersIgnoreDead()FinalNative+2 flags0x10
AEndCharacter* GetPartyLeader()FinalNative+2 flags0x08
int32 GetPartsHPPercent(AEndCharacter* Character, const FName& BattleCharaPartsSpecID)FinalNative+2 flags0x14
TArray<void> GetOverlapVolumes(AEndCharacter* InChara)FinalNative+2 flags0x18
FTransform GetOffsetTransform(FTransform& Transform, const FVector& Offset, uint8 RotationType)FinalNative+2 flags0x70
FName GetNearestTargetPointName(const FVector& BaseLocation, const TArray<FName>& targetPointNameList)FinalNative+2 flags0x28
FName GetNearestSocketName(const FVector& BaseLocation, const TArray<AEndCharacter*>& SocketNameList, AEndCharacter* HasSocketNameChara)FinalNative+2 flags0x30
AEndCharacter* GetNearestRangePartyCharacter(AEndCharacter* InChara, float Range, bool ZVisible)FinalNative+2 flags0x18
AActor* GetNearestPhysicsInVolumeFromLocation(AEndCharacter* InChara, const FName& InVolumeName, const FName& LocationName, const FName& InName, bool InContain, bool InPossetion, bool InCanPosettion)FinalNative+2 flags0x30
AActor* GetNearestPhysicsInVolume(AEndCharacter* InChara, const FName& InVolumeName, const FName& InName, bool InContain, bool InPossetion)FinalNative+2 flags0x28
AActor* GetNearestPhysicsFromActorName(AEndCharacter* InChara, const FName& InName, bool InContain)FinalNative+2 flags0x20
AActor* GetNearestPhysics(AEndCharacter* InChara, const FName& InName, bool InContain)FinalNative+2 flags0x20
FVector GetNearestOwnVolumeWithExtent(AEndCharacter* InChara, const FVector& InLocation, const FVector& InExtent)FinalNative+2 flags0x2C
FVector GetNearestOwnVolume(AEndCharacter* InChara, const FVector& InLocation)FinalNative+2 flags0x20
AEndCharacter* GetNearestCharacter(const FVector& InLocation, const TArray<AEndCharacter*>& InList)FinalNative+2 flags0x28
void GetNearestActor(const AActor*& outActor, AActor* baseActor, const TArray<TArray<void>>& compareActorList, const TArray<void>& ignoreActorList)FinalNative+2 flags0x30
TArray<void> GetNavVolumeFromType(const FName& InBattleSceneID, uint8 InType)FinalNative+2 flags0x20
AEndNavModifierVolume* GetNavVolumeFromAngle(AEndCharacter* InChara, float InAngleRange, const EEndBattleCompareDistanceType& InType, int32 InGroup, bool InBehind)FinalNative+2 flags0x20
TArray<void> GetMotionList(AEndCharacter* InChara)FinalNative+2 flags0x18
bool GetMateriaParam(AEndCharacter* InChara, bool bWeapon, int32 Slot, FEndBattleMateriaParam& Param)FinalNative+2 flags0x25
int32 GetMagicDefense(AEndCharacter* InChara)FinalNative+2 flags0x0C
int32 GetMagicAttack(AEndCharacter* Character)FinalNative+2 flags0x0C
FTransform GetLayoutTransform(const FName& NodeName)FinalNative+2 flags0x40
int32 GetKeep(AEndCharacter* InChara)FinalNative+2 flags0x0C
int32 GetHPPercent(AEndCharacter* InChara)FinalNative+2 flags0x0C
int32 GetHPMax(AEndCharacter* Character)FinalNative+2 flags0x0C
EEndBattleCharaCategoryType GetHighestPriorityBattleCharaCategory(const FName& territoryID)FinalNative+2 flags0x09
bool GetHiddenBreakable(const FName& LevelName, const FName& AccessID)FinalNative+2 flags0x11
float GetGuardTime(AEndCharacter* InChara)FinalNative+2 flags0x0C
bool GetFirstDamageTime(const float& FirstDamageTime, UAnimSequence* AnimSequecne, float StartTime)FinalNative+2 flags0x15
AActor* GetFarestPhysics(AEndCharacter* InChara, float InRadius, const FName& InName, bool InContain)FinalNative+2 flags0x20
AEndCharacter* GetFarestCharacter(const FVector& InLocation, const TArray<AEndCharacter*>& InList)FinalNative+2 flags0x28
void GetFarestActor(const AActor*& outActor, AActor* baseActor, const TArray<TArray<void>>& compareActorList, const TArray<void>& ignoreActorList)FinalNative+2 flags0x30
int32 GetExpectationCountInConeAreaByLocation(AEndCharacter* InCharacter, uint8 TargetType, float ConeRadius, float ConeAngle, const FVector& TargetLocation, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime)FinalNative+2 flags0x30
int32 GetExpectationCountInConeArea(AEndCharacter* InCharacter, uint8 TargetType, float ConeRadius, float ConeAngle, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime)FinalNative+2 flags0x24
int32 GetExpectationCountInCapsuleAreaByLocation(AEndCharacter* InCharacter, uint8 TargetType, float CapsuleRadius, float CapsuleLength, const FVector& TargetLocation, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime)FinalNative+2 flags0x30
int32 GetExpectationCountInCapsuleArea(AEndCharacter* InCharacter, uint8 TargetType, float CapsuleRadius, float CapsuleLength, float FowardVectorRotateAngle, bool InDrawDebug, float InDrawDebugTime)FinalNative+2 flags0x24
FTransform GetEnvironmentSocketTransform(const FName& LevelName, const FName& AccessID, const FName& SocketName)FinalNative+2 flags0x50
EEndEnemyTerritorySituationType GetEnemyTerritorySituationType(const FName& territoryID)FinalNative+2 flags0x09
void GetEnemyMembersRef(const TArray<void>& Out)FinalNative+2 flags0x10
TArray<void> GetEnemyMembersFromID(const FName& Upper, const FName& Lower, bool Flip)FinalNative+2 flags0x28
AEndCharacter* GetEnemyMemberFromIDWithIndex(const FName& Upper, const FName& Lower, int32 InIndex)FinalNative+2 flags0x20
int32 GetEnemyMemberCountFromID(const FName& Upper, const FName& Lower, bool Flip)FinalNative+2 flags0x18
int32 GetEnemyMemberCount(const FName& ContainRaceID)FinalNative+2 flags0x0C
TArray<void> GetEncountBattleSceneIDs()FinalNative+2 flags0x10
bool GetEnableBreakable(const FName& LevelName, const FName& AccessID)FinalNative+2 flags0x11
TArray<void> GetDummyPartyMembers()FinalNative+2 flags0x10
TArray<void> GetDummyNPCsFromID(const FName& Upper, const FName& Lower)FinalNative+2 flags0x20
TArray<void> GetDummyEnemies()FinalNative+2 flags0x10
bool GetDataObjectBattleDamageSourceFromAbilityID(const FName& AbilityId, FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource)FinalNative+2 flags0x29
bool GetDataObjectBattleDamageSource(const FName& DamageSourceID, FEndDataObjectBattleDamageSourceAccessor& dataObjectBattleDamageSource)FinalNative+2 flags0x29
bool GetDataObjectBattleAbility(const FName& AbilityId, FEndDataObjectBattleAbilityAccessor& dataObjectBattleAbility)FinalNative+2 flags0x29
TArray<void> GetDamageSourceLocations(const TArray<AEndCharacter*>& DamageSourceIDs, AEndCharacter* ownerCharacter)FinalNative+2 flags0x28
int32 GetDamageSourceCountInArea(const FName& InDamageSourceID, AActor* ActorToSearchAround, float SearchRadius, bool bFlatSearch)FinalNative+2 flags0x1C
int32 GetDamageSourceCount(const FName& InDamageSourceID)FinalNative+2 flags0x0C
uint8 GetDamageHitReactionTableIndex(AEndCharacter* Character)FinalNative+2 flags0x09
EEndLocomotionState GetCurrentLocomotionState(AEndCharacter* InChara)FinalNative+2 flags0x09
FName GetCurrentAbilityID(AEndCharacter* InChara)FinalNative+2 flags0x10
FVector GetCompareLocation(const FVector& BaseLocation, const TArray<bool>& compareLocationList, bool bCompare2D, const EEndBattleCompareLocationType& compareType)FinalNative+2 flags0x30
FName GetCombinationAbilityUsedCharacterName(const FName& AbilityId)FinalNative+2 flags0x10
FName GetCharaSpecName(AEndCharacter* Character)FinalNative+2 flags0x10
FName GetCharaID(AEndCharacter* InChara)FinalNative+2 flags0x10
int32 GetCharaHP(AEndCharacter* InChara)FinalNative+2 flags0x0C
AEndCharacter* GetCharaFromRaceID(const FName& InRaceName)FinalNative+2 flags0x10
AEndCharacter* GetCharaFromActorName(const FName& InActorName, bool bAllowFindCharaPopManager)FinalNative+2 flags0x18
EEndCharacterControllerStateType GetCharacterStateType(AEndCharacter* Character)FinalNative+2 flags0x09
void GetCharactersFromID(const FName& Upper, const FName& Lower, const TArray<TArray<void>>& OutList, const TArray<void>& InList)FinalNative+2 flags0x30
int32 GetCharacterNameSymbolIndex(AEndCharacter* Character)FinalNative+2 flags0x0C
float GetBreakTime(AEndCharacter* Character)FinalNative+2 flags0x0C
float GetBPPercent(AEndCharacter* Character)FinalNative+2 flags0x0C
float GetBP(AEndCharacter* Character)FinalNative+2 flags0x0C
FName GetBattleSceneIDFromChara(AEndCharacter* InChara, bool InParent)FinalNative+2 flags0x14
int32 GetBattleSceneCount(const FName& InName)FinalNative+2 flags0x0C
int32 GetBattleMemberConditionList(bool dead, bool sleep, bool Stop, bool petrify, bool Toad, const TArray<int32>& MemberList)FinalNative+2 flags0x1C
FName GetBattleCharaSpec_DataTableID(AEndCharacter* InChara)FinalNative+2 flags0x10
FName GetBattleCameraSequenceID(int32 sequenceActorUID)FinalNative+2 flags0x0C
void GetAttackableCharacters(const TArray<TArray<void>>& OutList, const TArray<void>& InList)FinalNative+2 flags0x20
TArray<void> GetAllDamageSourceLocations(const FName& DamageSourceID)FinalNative+2 flags0x18
AEndAIControllerBluePrintBase* GetAIController(AEndCharacter* InChara)FinalNative+2 flags0x10
FName GetActorName(AEndCharacter* InChara)FinalNative+2 flags0x10
float GetActorDistance(AActor* From, AActor* To)FinalNative+2 flags0x14
FVector GetActorDirection(AActor* From, AActor* To)FinalNative+2 flags0x1C
int32 GetAbilityElement(const FName& InAbilityName)FinalNative+2 flags0x0C
void GameOverForce()FinalNative+2 flags0x00
void ForceDisableAimEffectorSetting(AEndCharacter* Character, const FName& EffectorSettingName)FinalNative+2 flags0x10
void ForceDestroyParts(AEndCharacter* ownerCharacter, const FName& uniqueName)FinalNative+2 flags0x10
void FinishSummonOmenEffect()FinalNative+2 flags0x00
TArray<void> FindNavVolumesOutRange(AEndCharacter* Character, const TArray<float>& Groups, float angleRange, const EEndBattleCompareDistanceType& Type, bool behind, float Distance)FinalNative+2 flags0x38
TArray<void> FindNavVolumesInRange(AEndCharacter* Character, const TArray<float>& Groups, float angleRange, const EEndBattleCompareDistanceType& Type, bool behind, float Distance)FinalNative+2 flags0x38
bool FindEnableCrystalAppearPoint(AEndCharacter* ownerCharacter, float nearLength, float farLength, float viewAngle, const FName& outPointName, FTransform& outPointTransform)FinalNative+2 flags0x51
bool ExistsNavmeshWallEdgeFromChara(AEndCharacter* InCharacter, const float& OutDistance, float InRadius, bool InForceSSizeNav, bool InDrawDebug, float InDrawDebugTime)FinalNative+2 flags0x19
bool ExistsNavmeshWallEdge(const FVector& InLocation, const float& OutDistance, AEndCharacterBase* InExecutor, float InRadius, bool InDrawDebug, float InDrawDebugTime)FinalNative+2 flags0x25
bool ExistDamageSourceRevive()FinalNative+2 flags0x01
void ExcludeActorsFromSkillCameraSlow(int32 sequenceActorUID, const TArray<void>& Actors)FinalNative+2 flags0x18
void ExcludeActorFromSkillCameraSlow(int32 sequenceActorUID, AActor* Actor)FinalNative+2 flags0x10
void EndForceFieldMode()FinalNative+2 flags0x00
void EndBurst(AEndCharacter* Character, bool instant)FinalNative+2 flags0x09
void EndBreakTime(AEndCharacter* Character, bool immediatelyEndAction)FinalNative+2 flags0x09
void EndBattleDirection()FinalNative+2 flags0x00
void EnableDamageReactionOwnerSyncAction(AEndCharacter* Character)FinalNative+2 flags0x08
bool Die(AEndCharacter* Character, AEndCharacter* causerCharacter, bool skipDirection)FinalNative+2 flags0x12
void DestroySupportFieldAll()FinalNative+2 flags0x00
void DestroySafeAreaBehindDamageSource(int32 InGroupId, const TArray<void>& InDamageSourceIdList)FinalNative+2 flags0x18
void DestroyDamageSourceAllCharacter(AEndCharacter* Character, bool bDestroyEffect, bool forceDestroy)FinalNative+2 flags0x0A
void DestroyDamageSourceAll(bool bDestroyEffect)FinalNative+2 flags0x01
void DestroyDamageSource(const FName& DamageSourceID, AEndCharacter* ownerCharacter, bool bDestroyEffect, bool forceDestroy)FinalNative+2 flags0x12
int32 DecBattleSceneCount(const FName& InName)FinalNative+2 flags0x0C
void DebugSetPropertyInformation(AEndCharacter* InCharacter, const FString& InName)FinalNative+2 flags0x18
void DebugSetHP(AEndCharacter* Chara, int32 HP)FinalNative+2 flags0x0C
void CreateSyncActionOwnersByName(const FName& syncActionID0, const FName& ownerCharaName0, const FName& syncActionID1, const FName& ownerCharaName1, const FName& syncActionID2, const FName& ownerCharaName2)FinalNative+2 flags0x30
void CreateSyncActionOwners(const FName& syncActionID0, AEndCharacter* ownerChara0, const FName& syncActionID1, AEndCharacter* ownerChara1, const FName& syncActionID2, AEndCharacter* ownerChara2)FinalNative+2 flags0x30
void CreateSyncAction(const FName& SyncActionID, AEndCharacter* OwnerChara, AEndCharacter* targetChara, bool bPlayFromLoop, bool bOverwrite)FinalNative+2 flags0x1A
void CreateSafeAreaBehindDamageSource(int32 InGroupId, const TArray<AActor*>& InDamageSourceIdList, AActor* InDangerActor)FinalNative+2 flags0x20
void CreateDamageSource(const FName& DamageSourceID, AEndCharacter* ownerCharacter, AEndCharacter* TargetCharacter, const FName& AbilityId, bool bOverrideDamage, int32 OverrideDamage)FinalNative+2 flags0x28
void CloseSummonEnvironment()FinalNative+2 flags0x00
void ClearEffectsByCategoryBattle()FinalNative+2 flags0x00
void ClearBPDamageCoefficient(AEndCharacter* Character)FinalNative+2 flags0x08
void ClearBattleCameraRestrictedPlayOwners()FinalNative+2 flags0x00
void ChangePositionOfSummonOmen(int32 PhaseNumber, AEndCharacter* ownerCharacter)FinalNative+2 flags0x10
void ChangePartyMember(const TArray<bool>& changeParameters, bool showUI)FinalNative+2 flags0x11
void ChangeAppearance(AEndCharacter* Character, int32 Index)FinalNative+2 flags0x0C
bool CanSyncAction(AEndCharacter* Chara)FinalNative+2 flags0x09
float CalcAimTargetOffsetHeight(const FVector& From, const FVector& To, float Velocity, float GravityScale, bool bDebugDraw, float DebugDrawTime)FinalNative+2 flags0x2C
bool BreakParts(AEndCharacter* ownerCharacter, const FName& uniqueName, bool forceDisableBattleLog, bool forceDisableDamageSource)FinalNative+2 flags0x13
void BeginForceFieldMode(bool actorModeBattle, bool bDeactivateBattleCamera)FinalNative+2 flags0x02
void BeginBreak(AEndCharacter* Character, const FName& battleBreakID)FinalNative+2 flags0x10
void BeginBattleDirection(bool suspend)FinalNative+2 flags0x01
void AddStatusChangeID(AEndCharacter* Character, const FName& statusChangeID, const EEndBattleStatusChangeTimeType& timeType, bool ignoreResist, AEndCharacter* causeCharacter, bool Lock)FinalNative+2 flags0x21
void AddSpecialStatusChangeID(AEndCharacter* Character, AEndCharacter* causerCharacter, const FName& ID)FinalNative+2 flags0x18
void AddSpecialStateEffectWithBeamTarget(AEndCharacter* Character, const FName& specialStateEffectID, const TArray<bool>& beamTargetCharaList, bool bLineEffect, float LineEffectTangentLength)FinalNative+2 flags0x28
void AddSpecialStateEffect(AEndCharacter* Character, const FName& specialStateEffectID)FinalNative+2 flags0x10
void AddInvincibleThroughAbilityID(AEndCharacter* Character, const FName& AbilityId)FinalNative+2 flags0x10
void AddImpluse(AEndCharacter* Character, const FVector& Direction, float Magnitude)FinalNative+2 flags0x18
void AddIgnoreDamageSourceLookAtTraceActor(AEndCharacter* Character, AActor* IgnoreActor)FinalNative+2 flags0x10
void AddEnableTargetAbility(AEndCharacter* Character, const FName& AbilityId)FinalNative+2 flags0x10
void AddDangerSource(AEndCharacter* Instigator, float Duration, const TArray<bool>& Infos, bool bResolveWithDamageSource)FinalNative+2 flags0x21
void AddCombinationGauge(AEndCharacter* Character, int32 Value)FinalNative+2 flags0x0C
int32 AddBattleSceneCount(const FName& InName, int32 InAddCount)FinalNative+2 flags0x10
void AddBattleCameraRestrictedPlayOwners(const TArray<void>& restrictedPlayOwners)FinalNative+2 flags0x10
void AddAttachEffect(AEndCharacter* Chara, const FEndCharacterAttachEffectArguments& args)FinalNative+2 flags0x78
void ActiveRagdoll(AEndCharacter* Character, bool bImmediately)FinalNative+2 flags0x09