| void WaitStable(UObject* WorldContextObject, const FLatentActionInfo& LatentInfo) | FinalNative+2 flags | | 0x20 |
| TArray<void> StartReinforcementsWave(const FName& territoryID, const EEndEnemyTerritoryWaveType& Type, const EEndEnemyTerritoryWavePopSettingOverwrite& overwritePopSettings, int32 IntegerArgument00, int32 IntegerArgument01, int32 IntegerArgument02, int32 IntegerArgument03) | FinalNative+2 flags | | 0x30 |
| void ShowPreloadedWaveReinforcement(const FName& territoryID, const FName& reinforcementActorName, const FTransform& reinforcementStartPoint) | FinalNative+2 flags | | 0x40 |
| void SetTruthLocationName(const FName& truthLocationName) | FinalNative+2 flags | | 0x08 |
| void SetExecSlotIndex(int32 SlotIndex) | FinalNative+2 flags | | 0x04 |
| void SetDebugFlag(const EEndDebugFlag& Flag) | FinalNative+2 flags | | 0x01 |
| void SendStateTriggerDirect(const FString& StateTriggerName) | FinalNative+2 flags | | 0x10 |
| void SendStateTriggerDelay(const FName& StateTriggerName) | FinalNative+2 flags | | 0x08 |
| void SendStateTriggerByName(const FName& StateTriggerName) | FinalNative+2 flags | | 0x08 |
| void SendStateTrigger(const FString& StateTriggerName) | FinalNative+2 flags | | 0x10 |
| void SendPlannerEventTrigger(const FName& PlannerEventId, const FString& TriggerID) | FinalNative+2 flags | | 0x18 |
| bool ResetFieldAiLookAtTarget(const FName& TargetActorName) | FinalNative+2 flags | | 0x09 |
| void RequestFinishUnusedWaveEnemiesFromTerritory(const FName& territoryID) | FinalNative+2 flags | | 0x08 |
| void RequestDestroyEnemyInTerritory(const FName& territoryID, const FName& ActorName, bool setAsDead) | FinalNative+2 flags | | 0x11 |
| void RefreshCacheBGM(const FString& cacheBGM) | FinalNative+2 flags | | 0x10 |
| void PlayBGM(const EndFieldBGMLayer& Layer, const FName& BGM, float fadeStartTime, float fadeEndTime, bool CrossFade) | FinalNative+2 flags | | 0x15 |
| bool IsWaveCharacter(AEndCharacter* Chara) | FinalNative+2 flags | | 0x09 |
| bool IsStable() | FinalNative+2 flags | | 0x01 |
| bool IsPreloadedWaveReinforcementLoaded(const FName& territoryID, const FName& reinforcementActorName) | FinalNative+2 flags | | 0x11 |
| bool IsEscaping() | FinalNative+2 flags | | 0x01 |
| bool IsEnableUpdateBattleParameter() | FinalNative+2 flags | | 0x01 |
| bool IsEnableFieldFullScreenMainMenu() | FinalNative+2 flags | | 0x01 |
| bool IsEnableFieldControler(bool bEncount) | FinalNative+2 flags | | 0x02 |
| bool IsDuringBattle() | FinalNative+2 flags | | 0x01 |
| bool IsCharacterInsideAnyBattleArea(AActor* Character) | FinalNative+2 flags | | 0x09 |
| bool InvalidateTerritoryEncount(const FName& territoryID, bool Invalidate) | FinalNative+2 flags | | 0x0A |
| FName GetTerritoryIdFromActorName(const FName& ActorName) | FinalNative+2 flags | | 0x10 |
| FTransform GetEndTargetPointTransform(const FName& NodeName) | FinalNative+2 flags | | 0x40 |
| FVector GetEndTargetPointLocation(const FName& NodeName) | FinalNative+2 flags | | 0x14 |
| int32 GetActionReportInteger(const EEndActionReportType& Type) | FinalNative+2 flags | | 0x08 |
| FTransform FindEndTargetPoint(const FName& NodeName) | FinalNative+2 flags | | 0x40 |
| bool FieldAiLookAtTarget(const FName& TargetActorName, const FName& LookAtTargetActorName, const FVector& LookAtTargetLocation, float ReactionDistance, bool InIgnoreLookAtDeactiveAngle, bool InIsLookAwayFromActor) | FinalNative+2 flags | | 0x23 |
| void ExitLoation() | FinalNative+2 flags | | 0x00 |
| void EntryLocation(const FName& LocationName) | FinalNative+2 flags | | 0x08 |
| void ClearDebugFlag(const EEndDebugFlag& Flag) | FinalNative+2 flags | | 0x01 |
| bool CheckExclusion(const EndFieldExclusion& enumValue) | FinalNative+2 flags | | 0x02 |
| void ChangeChapter(const FName& ChapterID, bool Debug, const FName& nextLocationRequestCurrentLocationId, bool selectChapter, const EEndChapterQuestResetType& questResetType, bool debugReserve) | FinalNative+2 flags | | 0x17 |
| void CallbackCreatePlayerActor(const FName& partyActorName, AActor* Actor) | FinalNative+2 flags | | 0x10 |