// Generated by Zdex (https://zlogic.eu/zdex) from a reflection dump
// Game:Atomic Heart — build build 24534183 (Steam)
// Engine: UE 4.27 · process AtomicHeart-Win64-Shipping.exe · dumped 2026-09-16T17:29:36Z
// Offsets and sizes are the reflected values; padding is filled with uint8 arrays.

#pragma once
// Reflected functions by class: signature, native RVA, flags.


// ABP_Sky_Sphere_C (/Engine/EngineSky/BP_Sky_Sphere.BP_Sky_Sphere_C)
    void RefreshMaterial(); // 0x274f500 [Public]
    void UpdateSunDirection(); // 0x274f500 [Public]
    void UserConstructionScript(); // 0x274f500 [Event Public]

// UANS_ConsumePlayRate_C (/Game/Core/AnimNotifiers/ANS_ConsumePlayRate.ANS_ConsumePlayRate_C)
    bool Received_NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation); // 0x274f500 [Event Public]
    bool Received_NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration); // 0x274f500 [Event Public]

// UANS_HideCurrentWeapon_C (/Game/Core/AnimNotifiers/ANS_HideCurrentWeapon.ANS_HideCurrentWeapon_C)
    bool Received_NotifyTick(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float FrameDeltaTime); // 0x274f500 [Event Public]
    bool Received_NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation); // 0x274f500 [Event Public]
    bool Received_NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration); // 0x274f500 [Event Public]

// UAN_PlayVibration_C (/Game/Core/AnimNotifiers/AN_PlayVibration.AN_PlayVibration_C)
    bool Received_Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation); // 0x274f500 [Event Public]

// UAnimNotify_SpawnBP_Attached_C (/Game/Core/AnimNotifiers/AnimNotify_SpawnBP_Attached.AnimNotify_SpawnBP_Attached_C)
    bool Received_Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation); // 0x274f500 [Event Public]

// ABP_DeadBody_C (/Game/Core/Data/DeadBodyLimit/BP_DeadBody.BP_DeadBody_C)
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void OnItemLooted_Event_0(APickupableItemContainer* Container); // 0x274f500
    void OnPickupableContainerSpawned_Event_0(APickupableItemContainer* Container); // 0x274f500
    void ExecuteUbergraph_BP_DeadBody(int32 EntryPoint); // 0x274f500 [Final]

// UBP_BlockCraftItemNavigationIfMapIsOpenned_C (/Game/Core/Data/Input/Triggers/BP_BlockCraftItemNavigationIfMapIsOpenned.BP_BlockCraftItemNavigationIfMapIsOpenned_C)
    ETriggerState UpdateState(UEnhancedPlayerInput* PlayerInput, const FInputActionValue& ModifiedValue, float DeltaTime); // 0x274f500 [Event Public]

// UBP_CraftMachineMapInputBLock_Trigger_C (/Game/Core/Data/Input/Triggers/BP_CraftMachineMapInputBLock_Trigger.BP_CraftMachineMapInputBLock_Trigger_C)
    ETriggerState UpdateState(UEnhancedPlayerInput* PlayerInput, const FInputActionValue& ModifiedValue, float DeltaTime); // 0x274f500 [Event Public]

// UBP_ScrollBlockTrigger_C (/Game/Core/Data/Input/Triggers/BP_ScrollBlockTrigger.BP_ScrollBlockTrigger_C)
    ETriggerState UpdateState(UEnhancedPlayerInput* PlayerInput, const FInputActionValue& ModifiedValue, float DeltaTime); // 0x274f500 [Event Public]

// ABP_MainMenuPlayerController_C (/Game/Core/Player/BP_MainMenuPlayerController.BP_MainMenuPlayerController_C)
    void OnMappingChanged(const FString& ActionID, const FKey& PreviousKey, const FKey& NewKey); // 0x274f500 [Public]
    void UnmapLastActionForKey(FKey& Key, const FString& In ID, UOptionsWidget* OptionsWidget); // 0x274f500 [Public]
    void GamepadInputPresetApplier(int32 PresetIndex); // 0x274f500 [Public]
    void ActualizeMappedKeys(const FString& SettingId); // 0x274f500 [Public]
    void Apply_Left(const FGameplayTag& Context, const FGameplayTag& Action, const FKey& NewKey, const FKey& PreviousKey); // 0x274f500 [Public]
    void Apply_Right(const FGameplayTag& Context, const FGameplayTag& Action, const FKey& NewKey, const FKey& PreviousKey); // 0x274f500 [Public]
    void Apply_Forward(const FGameplayTag& Context, const FGameplayTag& Action, const FKey& NewKey, const FKey& PreviousKey); // 0x274f500 [Public]
    void Apply_BackForward(const FGameplayTag& Context, const FGameplayTag& Action, const FKey& NewKey, const FKey& PreviousKey); // 0x274f500 [Public]
    void ApplyInputBinding(const FGameplayTag& Context, const FGameplayTag& Action, const FKey& NewKey, const FKey& PreviousKey); // 0x274f500 [Public]
    void RemapInput(const FString& ActionGroupId, FKey& NewKey, FKey& OldKey); // 0x274f500 [Event Public]
    void OnRemapKeyPressed(UOptionsWidget* OptionsWidget, const FString& SettingId, FKey& NewKey, FKey& OldKey); // 0x274f500 [Event Public]
    void RemapGamepadInput(int32 PresetIndex); // 0x274f500 [Event Public]
    void BlackAndWhiteModeEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void SpecialContrastModeChanged(int32 ContrastMode); // 0x274f500 [Event Public]
    void HighlightAICharactersEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightInteractablesEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightPlayerEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightQuestItemsEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightClimbingEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void ExecuteUbergraph_BP_MainMenuPlayerController(int32 EntryPoint); // 0x274f500 [Final]

// UBP_DamageCapturerSubsystem_C (/Game/Core/Subsystems/BP_DamageCapturerSubsystem.BP_DamageCapturerSubsystem_C)
    void GenerateMaterialParametersFromHit(FVisualDamageHitInfo& Hit, FDamageCapturerMaterialSlotSettings& SlotSettings, TMap<TMap<TMap<FName, void>, FName>, FName>& OutScalarParameters, TMap<TMap<FName, void>, FName>& OutVectorParameters); // 0x274f500 [Event Protected]

// UBP_PlayerViewControlSubsystem_C (/Game/Core/Subsystems/BP_PlayerViewControlSubsystem.BP_PlayerViewControlSubsystem_C)
    void CutscenePlayerControl(const EControlRestrictionType& RestrictionType, float MinPitch, float MaxPitch, float MinYaw, float MaxYaw, float BlendTime, float SoftOffset); // 0x274f500
    void ChangeSensitivity(float Sensitivity, float Time); // 0x274f500
    void ExecuteUbergraph_BP_PlayerViewControlSubsystem(int32 EntryPoint); // 0x274f500 [Final]

// UBP_WorldMapSubsystem_C (/Game/Core/Subsystems/BP_WorldMapSubsystem.BP_WorldMapSubsystem_C)
    bool GetCanShowMap(); // 0x274f500 [Event Public]

// IBPI_InGameMenu_C (/Game/Core/UI/BPI_InGameMenu.BPI_InGameMenu_C)
    void OnBindControls(); // 0x274f500 [Public]
    void HideSubMenu(UWBP_InGameMenu_C* InGameMenu); // 0x274f500 [Public]
    void ActivateSubMenu(UWBP_InGameMenu_C* InInGameMenu); // 0x274f500 [Public]

// ABP_HUD_C (/Game/Core/UI/BP_HUD.BP_HUD_C)
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void CreateLoadingScenScreen(); // 0x274f500
    void DestroyLoadingScenScreen(); // 0x274f500
    void ReceiveEndPlay(uint8 EndPlayReason); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_BP_HUD(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_BaseNavigationButton_C (/Game/Core/UI/Base/WBP_BaseNavigationButton.WBP_BaseNavigationButton_C)
    void SetButtonPadding(); // 0x274f500 [Public]
    void BndEvt__IconButton_K2Node_ComponentBoundEvent_0_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void BndEvt__IconButton_K2Node_ComponentBoundEvent_2_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void GetSize(); // 0x274f500
    void SetAvailable(bool IsAvaliable); // 0x274f500
    void OnSetAvailableEvent(bool bOutIsAvailable); // 0x274f500 [Event Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void SetTitleManually(const FText& Button Name); // 0x274f500
    void BndEvt__IconButton_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_WBP_BaseNavigationButton(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_BaseNavigationButtonHorizontal_C (/Game/Core/UI/Base/WBP_BaseNavigationButtonHorizontal.WBP_BaseNavigationButtonHorizontal_C)
    void SetButtonPadding(); // 0x274f500 [Public]
    void BndEvt__IconButton_K2Node_ComponentBoundEvent_0_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void BndEvt__IconButton_K2Node_ComponentBoundEvent_2_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void GetSize(); // 0x274f500
    void SetAvailable(bool IsAvaliable); // 0x274f500
    void OnSetAvailableEvent(bool bOutIsAvailable); // 0x274f500 [Event Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void SetTitleManually(const FText& Button Name); // 0x274f500
    void BndEvt__IconButton_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_WBP_BaseNavigationButtonHorizontal(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_ControlKey_C (/Game/Core/UI/Base/WBP_ControlKey.WBP_ControlKey_C)
    void UpdateHoldProgress(float InProgressPercent); // 0x274f500 [Event Public]
    void OnSetVisualEvent(UUITaggedInputAction* OutInputAction); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_WBP_ControlKey(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_HorizontalNavigation_C (/Game/Core/UI/Base/WBP_HorizontalNavigation.WBP_HorizontalNavigation_C)
    void Construct(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_HorizontalNavigation(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_MenuUnavailablePlaceholder_C (/Game/Core/UI/Base/WBP_MenuUnavailablePlaceholder.WBP_MenuUnavailablePlaceholder_C)
    FText GetText_0(); // 0x274f500 [Public]
    void Construct(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_MenuUnavailablePlaceholder(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_VerticalNavigation_C (/Game/Core/UI/Base/WBP_VerticalNavigation.WBP_VerticalNavigation_C)
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void SetActiveNavigation(bool bActive); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_VerticalNavigation(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_WindowControlKey_C (/Game/Core/UI/Base/WBP_WindowControlKey.WBP_WindowControlKey_C)
    void SetRestricted(); // 0x274f500
    void UpdateHoldProgress(float InProgress); // 0x274f500
    void SetButtonVisual(UUITaggedInputAction* OutInputAction); // 0x274f500 [Event Protected]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_WindowControlKey(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_Cursor_C (/Game/Core/UI/Cursor/WBP_Cursor.WBP_Cursor_C)
    void UpdateCursorSize(float InSize); // 0x274f500 [Event Public]
    void SetCustomVisibility(bool bShow); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_Cursor(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_DebugText_C (/Game/Core/UI/Debug/WBP_DebugText.WBP_DebugText_C)
    void Construct(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_DebugText(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_WorldStreamingDebugEntry_C (/Game/Core/UI/Debug/WorldStreaming/WBP_WorldStreamingDebugEntry.WBP_WorldStreamingDebugEntry_C)
    void BP_OnEntryReleased(); // 0x274f500 [Event Protected]
    void BP_OnItemExpansionChanged(bool bIsExpanded); // 0x274f500 [Event Protected]
    void BP_OnItemSelectionChanged(bool bIsSelected); // 0x274f500 [Event Protected]
    void OnListItemObjectSet(UObject* ListItemObject); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_WBP_WorldStreamingDebugEntry(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_WorldStreamingLevelInfo_C (/Game/Core/UI/Debug/WorldStreaming/WBP_WorldStreamingLevelInfo.WBP_WorldStreamingLevelInfo_C)
    void BndEvt__AddVLMButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__DeleteVLMButton_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_WBP_WorldStreamingLevelInfo(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_WorldStreamingVolumeInfo_C (/Game/Core/UI/Debug/WorldStreaming/WBP_WorldStreamingVolumeInfo.WBP_WorldStreamingVolumeInfo_C)
    void BndEvt__AddVLMButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_WBP_WorldStreamingVolumeInfo(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_TypingTextBox_C (/Game/Core/UI/Dialogue/WBP_TypingTextBox.WBP_TypingTextBox_C)
    float GetTypeTime(); // 0x274f500 [Public]
    FSlateColor Get_ButtonText_ColorAndOpacity_0(); // 0x274f500 [Public]
    ESlateVisibility Get_LeftMenuSelector_Visibility_0(); // 0x274f500 [Public]
    void UpdateData(const FText& InText); // 0x274f500
    void TypeText(float ShowDelay); // 0x274f500
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void AnimatedHide(); // 0x274f500
    void PauseTyping(); // 0x274f500
    void UnpauseTyping(); // 0x274f500
    void OnSetTypingTextEvent(FText& OutText); // 0x274f500 [Event Public]
    void InstantTypeText(); // 0x274f500
    void InitDefaultText(); // 0x274f500
    void ClearText(); // 0x274f500
    void OnStartTypingEvent(float OutShowDelay); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_TypingTextBox(int32 EntryPoint); // 0x274f500 [Final]
    void OnTypeEnded__DelegateSignature(); // 0x274f500 [Public]

// UWBP_OneSubtitle_C (/Game/Core/UI/Subtitles/WBP_OneSubtitle.WBP_OneSubtitle_C)
    void Construct(); // 0x274f500 [Event Public]
    void UpdateData(const FText& InText, const FText& Speaker); // 0x274f500
    void Hide(); // 0x274f500
    void SetPause(bool bPause); // 0x274f500
    void Destruct(); // 0x274f500 [Event Public]
    void OnGamePausedDelegate_Event_0(bool bPaused); // 0x274f500
    void ExecuteUbergraph_WBP_OneSubtitle(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_Subtitle_C (/Game/Core/UI/Subtitles/WBP_Subtitle.WBP_Subtitle_C)
    void ShowSentence(const FName& Marker, FText& Text, FText& Speaker, int32 PriorityLevel); // 0x274f500 [Event Public]
    void HideSentence(const FName& Marker); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void UseAlternativeLocation(bool bUseLocation); // 0x274f500 [Event Public]
    void SetPause(bool bPause); // 0x274f500 [Event Public]
    void RemoveAllSubtitles(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_Subtitle(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_InGameMenu_C (/Game/Core/UI/WBP_InGameMenu.WBP_InGameMenu_C)
    void OnShowSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget); // 0x274f500 [Event Protected]
    void Destruct(); // 0x274f500 [Event Public]
    void OnHideSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget); // 0x274f500 [Event Protected]
    void OnNavCategorySelectedEvent(int32 Index, bool bSubMenu); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_InGameMenu(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_LocationLootInfo_Map_C (/Game/Core/UI/Widgets/LocationLootInfo/WBP_LocationLootInfo_Map.WBP_LocationLootInfo_Map_C)
    void Construct(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_LocationLootInfo_Map(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_LocationLootItem_C (/Game/Core/UI/Widgets/LocationLootInfo/WBP_LocationLootItem.WBP_LocationLootItem_C)
    void UpdateInfo(const FText& Name, const FText& Description, UTexture2D* icon, bool Found); // 0x274f500
    void SetCurrent(bool bInCondition); // 0x274f500
    void OnUpdateData(FLocationLootItem& OutLocationLoot); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_LocationLootItem(int32 EntryPoint); // 0x274f500 [Final]

// IBPI_MainMenu_C (/Game/Core/UI/Widgets/MainMenu/BPI_MainMenu.BPI_MainMenu_C)
    void HideSubMenu(UWBP_MainMenu_C* InGameMenu, const float& OutAnimTime, const bool& CanBeHided); // 0x274f500 [Public]
    void ActivateSubMenu(UWBP_MainMenu_C* InInGameMenu); // 0x274f500 [Public]

// UWBP_DifficultySelector_C (/Game/Core/UI/Widgets/MainMenu/DifficultySelector/WBP_DifficultySelector.WBP_DifficultySelector_C)
    void HideSubMenu(UWBP_MainMenu_C* InGameMenu, const float& OutAnimTime, const bool& CanBeHided); // 0x274f500 [Public]
    void ActivateSubMenu(UWBP_MainMenu_C* InInGameMenu); // 0x274f500 [Public]
    void OnNavigateToPreviousMenu(); // 0x274f500
    void OnAcceptMenu(); // 0x274f500
    void OnNavigateLeft(); // 0x274f500
    void OnNavigateRight(); // 0x274f500
    void OnDifficultyClicked(UWBP_DifficultySelectorElement_C* NewParam); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void EmptyFunction(); // 0x274f500
    void InitButtons(); // 0x274f500
    void ExecuteUbergraph_WBP_DifficultySelector(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_DifficultySelectorElement_C (/Game/Core/UI/Widgets/MainMenu/DifficultySelector/WBP_DifficultySelectorElement.WBP_DifficultySelectorElement_C)
    void BndEvt__WBP_DifficultySelectorElement_SelectorButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__WBP_DifficultySelectorElement_SelectorButton_K2Node_ComponentBoundEvent_1_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void BndEvt__WBP_DifficultySelectorElement_SelectorButton_K2Node_ComponentBoundEvent_2_OnButtonPressedEvent__DelegateSignature(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void UpdateData(FText& Title, const FText& Description, UMediaSource* Media Source); // 0x274f500
    void ExecuteUbergraph_WBP_DifficultySelectorElement(int32 EntryPoint); // 0x274f500 [Final]
    void OnClicked__DelegateSignature(UWBP_DifficultySelectorElement_C* NewParam); // 0x274f500 [Public]

// UWBP_MainMenuLevelSwitcher_C (/Game/Core/UI/Widgets/MainMenu/LevelSwitcher/WBP_MainMenuLevelSwitcher.WBP_MainMenuLevelSwitcher_C)
    ESlateVisibility Get_SB_BtnUp_Visibility_0(); // 0x274f500 [Public]
    void Construct(); // 0x274f500 [Event Public]
    void OnLevelClicked(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void OnPlayerStartClicked(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void BndEvt__StartGameButton_K2Node_ComponentBoundEvent_0_OnClickedNavMenuButtonDelegate__DelegateSignature(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void BndEvt__CloseButton_K2Node_ComponentBoundEvent_2_OnClickedNavMenuButtonDelegate__DelegateSignature(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void SetButtonSelected(UPanelWidget* Container, UNavigationMenuWidget* NavigationButton); // 0x274f500
    void BndEvt__Button_1397_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__Button_1536_K2Node_ComponentBoundEvent_4_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void OnWorldClicked(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void SetLevelName(const FName& InName); // 0x274f500
    void LoadEntitlementsData(); // 0x274f500
    void InitializeLicensingData(); // 0x274f500
    void LoadLicenseData(bool bHasLicense); // 0x274f500
    void ExecuteUbergraph_WBP_MainMenuLevelSwitcher(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_GamepadButton_C (/Game/Core/UI/Widgets/MainMenu/Options/Gamepad/WBP_GamepadButton.WBP_GamepadButton_C)
    void Construct(); // 0x274f500 [Event Public]
    void PresetChanged(int32 PresetIndex); // 0x274f500
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void RefreshIcons(); // 0x274f500
    void ExecuteUbergraph_WBP_GamepadButton(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_GamepadScheme_C (/Game/Core/UI/Widgets/MainMenu/Options/Gamepad/WBP_GamepadScheme.WBP_GamepadScheme_C)
    bool Get_ButtonNext_bIsEnabled_0(); // 0x274f500 [Public]
    bool Get_ButtonPrevious_bIsEnabled_0(); // 0x274f500 [Public]
    void BndEvt__WBP_GamepadScheme_ButtonNext_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__WBP_GamepadScheme_ButtonPrevious_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void UpdatePresetLayout(int32 Index); // 0x274f500
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void SwitchForward(); // 0x274f500
    void SwitchBackward(); // 0x274f500
    void OnVisibilityChanged_Event_0(const ESlateVisibility& InVisibility); // 0x274f500
    void ExecuteUbergraph_WBP_GamepadScheme(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_AdvancedSettingsButton_C (/Game/Core/UI/Widgets/MainMenu/Options/WBP_AdvancedSettingsButton.WBP_AdvancedSettingsButton_C)
    void Selected(bool InputPin); // 0x274f500 [Public]
    void BndEvt__WBP_AdvancedSettingsButton_Button_Option_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__WBP_AdvancedSettingsButton_Button_Option_K2Node_ComponentBoundEvent_1_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void OnSetSelectedEvent(bool InSelected); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_AdvancedSettingsButton(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_OptionSelectItem_C (/Game/Core/UI/Widgets/MainMenu/Options/WBP_OptionSelectItem.WBP_OptionSelectItem_C)
    void SetParameterSelected(bool IsHovered); // 0x274f500 [Public]
    void BndEvt__Button_Left_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__Button_Right_K2Node_ComponentBoundEvent_2_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void SwitchParameterForward(); // 0x274f500 [Event Public]
    void SwitchParameterBackward(); // 0x274f500 [Event Public]
    void ShowParameter(); // 0x274f500 [Event Public]
    void BndEvt__WBP_OptionSelectItem_ButtonSetter_K2Node_ComponentBoundEvent_3_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__Button_Option_K2Node_ComponentBoundEvent_0_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void OnSetSelectedEvent(bool InSelected); // 0x274f500 [Event Public]
    void ShowKey(FKey& InKey); // 0x274f500 [Event Public]
    void OnSetAvailableEvent(bool bOutIsAvailable); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_OptionSelectItem(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_Options_C (/Game/Core/UI/Widgets/MainMenu/Options/WBP_Options.WBP_Options_C)
    void HideSubMenu(UWBP_MainMenu_C* InGameMenu, const float& OutAnimTime, const bool& CanBeHided); // 0x274f500 [Public]
    void GetSettingChangedPopupMessage(const FString& SettingId, FText& OutText); // 0x274f500 [Event Protected]
    void OnNavCategoryHoveredEvent(int32 Index, bool bSubMenu); // 0x274f500 [Event Public]
    void OnParameterSelected(UNavigationMenuWidget* OutParameterWidget); // 0x274f500 [Event Protected]
    void ActivateSubMenu(UWBP_MainMenu_C* InInGameMenu); // 0x274f500 [Public]
    void OnBlockTitleAdded(UUserWidget* OutBlockTitleWidget, FText& OutTitle); // 0x274f500 [Event Protected]
    void ShowApply(); // 0x274f500 [Event Protected]
    void ShowRestoreDefaults(); // 0x274f500 [Event Protected]
    void OpenAdvancedSettings(UNavigationMenuWidget* InNavigationButton); // 0x274f500 [Event Protected]
    void SetAdvancedSettingsCategory(UNavigationMenuWidget* InButtonWidget, const EOptionsCategory& InCategory); // 0x274f500 [Event Protected]
    void OpenCategory(const EOptionsCategory& InCategory); // 0x274f500 [Event Protected]
    void SwitchGamepadLayoutBackward(); // 0x274f500 [Event Protected]
    void SwitchGamepadLayoutForward(); // 0x274f500 [Event Protected]
    void OnNavCategorySelectedEvent(int32 Index, bool bSubMenu); // 0x274f500 [Event Public]
    void OnRemapKeyPressed(const FString& SettingId, FKey& NewKey, FKey& OldKey); // 0x274f500 [Event Public]
    void OnRemappingStarted(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_Options(int32 EntryPoint); // 0x274f500 [Final]
    void OnCategoryHovered__DelegateSignature(const EOptionsCategory& OptionsCategory); // 0x274f500 [Public]
    void OnCategoryClicked__DelegateSignature(const EOptionsCategory& OptionsCategory); // 0x274f500 [Public]

// UWBP_ParametersBlockTitle_C (/Game/Core/UI/Widgets/MainMenu/Options/WBP_ParametersBlockTitle.WBP_ParametersBlockTitle_C)
    void UpdateData(FText& Name); // 0x274f500
    void WidgetAppearEvent(); // 0x274f500
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_ParametersBlockTitle(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_ShaderCompileProgress_C (/Game/Core/UI/Widgets/MainMenu/ShaderCompile/WBP_ShaderCompileProgress.WBP_ShaderCompileProgress_C)
    void Construct(); // 0x274f500 [Event Public]
    void OnHideEvent(); // 0x274f500 [Event Public]
    void OnShowEvent(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_ShaderCompileProgress(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_ArtbookButton_C (/Game/Core/UI/Widgets/MainMenu/WBP_ArtBookButton.WBP_ArtbookButton_C)
    void OnInputContextApplied(); // 0x274f500 [Event Public]
    void BndEvt__WBP_ArtbookButton_MainButton_K2Node_ComponentBoundEvent_0_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void BndEvt__WBP_ArtbookButton_MainButton_K2Node_ComponentBoundEvent_1_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_WBP_ArtbookButton(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_Artbook_C (/Game/Core/UI/Widgets/MainMenu/WBP_Artbook.WBP_Artbook_C)
    void OnInputContextApplied(); // 0x274f500 [Event Public]
    void WidgetAnimationEvt_HideBackground_K2Node_WidgetAnimationEvent_0(); // 0x274f500
    void OnStartChangeBackgroundEvent(); // 0x274f500 [Event Protected]
    void OnChangeBackgroundEvent(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_WBP_Artbook(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_DLCBanner_C (/Game/Core/UI/Widgets/MainMenu/WBP_DLCBanner.WBP_DLCBanner_C)
    void RedirectToStorePlatform(const ETargetPlatformType& Platform, const FString& WindowsCatigory, const FString& WindowsIDPage, const FString& WinGDKCatigory, const FString& WinGDKIDPage, const FString& PS4Catigory, const FString& PS4IDPage, const FString& PS5Catigory, const FString& PS5IDPage, const FString& XboxOneCatigory, const FString& XboxOneIDPage, const FString& XSXCatigory, const FString& XSXIDPage); // 0x274f500 [Public]
    void BndEvt__WBP_DLCBanner_PlayNowButton_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__WBP_DLCBanner_AdditionalContentButton_K2Node_ComponentBoundEvent_2_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void OnEntitlementDiscovered_Event_0(const EEntitlements& Entitlement); // 0x274f500
    void RefreshButtonTitle(); // 0x274f500
    void ExecuteUbergraph_WBP_DLCBanner(int32 EntryPoint); // 0x274f500 [Final]
    void OnPlayDLCClicked__DelegateSignature(); // 0x274f500 [Public]

// UWBP_MainMenu_C (/Game/Core/UI/Widgets/MainMenu/WBP_MainMenu.WBP_MainMenu_C)
    void CalculateSubNavigationPosition(); // 0x274f500 [Public]
    void UpdateInstallProgress(); // 0x274f500 [Public]
    void RemoveNavButton(const EMainMenuCategory& Category); // 0x274f500 [Public]
    void SetUnavailableCategories(); // 0x274f500 [Public]
    void Get Loc Rot(const FVector& Loc, const FRotator& Rot); // 0x274f500 [Public]
    FEventReply OnMouseMove(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void OnNavCategoryHovered(int32 Index); // 0x274f500
    void SceneVisualChange(const EMainMenuCategory& menuCategory); // 0x274f500
    void ToMain(); // 0x274f500
    void OnOptionClicked(const EOptionsCategory& Options Category); // 0x274f500
    void OnOptionHovered(const EOptionsCategory& OptionsCategory); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void OnShowSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget, const EMainMenuCategory& InMenuType); // 0x274f500 [Event Protected]
    void OnHideSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget); // 0x274f500 [Event Protected]
    void OnReturnToPreviousMenu(); // 0x274f500 [Event Public]
    void BndEvt__WBP_NavigationButton_K2Node_ComponentBoundEvent_2_OnClickedNavMenuButtonDelegate__DelegateSignature(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void SetMenuDefaultState(); // 0x274f500
    void OnNavCategorySelectedEvent(int32 Index, bool bSubMenu); // 0x274f500 [Event Public]
    void OnSkillsDataUpdated(USlotInfo* SaveSlot); // 0x274f500 [Event Public]
    void RemoveTitleScreen(); // 0x274f500 [Event Protected]
    void OnOptionClickedEvent(const EOptionsCategory& OptionsCategory); // 0x274f500
    void OnOptionHoveredEvent(const EOptionsCategory& OptionsCategory); // 0x274f500
    void HandleControllerPairingChangedEvent(); // 0x274f500 [Event Protected]
    void ConnectionStatusChanged(bool NewStatus); // 0x274f500
    void SetXBoxProfileVisibility(); // 0x274f500 [Event Public]
    void OnFailToStartGame(); // 0x274f500 [Event Protected]
    void BindGameInstaceEvents(); // 0x274f500
    void TriggerContinueGame(); // 0x274f500
    void TriggerCheckUpdate(); // 0x274f500
    void OnUpdatePopupClosed(); // 0x274f500
    void ShowUpdatePopup(const FText& PopUpMessage); // 0x274f500
    void OnNavCategoryHoveredEvent(int32 Index, bool bSubMenu); // 0x274f500 [Event Public]
    void ShowSubNavigation(bool Show); // 0x274f500
    void WidgetAnimationEvt_ShowNewGameMenu_K2Node_WidgetAnimationEvent_0(); // 0x274f500
    void OnPlayDLCClicked_Event_0(); // 0x274f500
    void CheckSaveSlots(); // 0x274f500 [Event Protected]
    void OpenPhotoMode(); // 0x274f500
    void ExecuteUbergraph_WBP_MainMenu(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_MainMenu_LoadList_C (/Game/Core/UI/Widgets/MainMenu/WBP_MainMenu_LoadList.WBP_MainMenu_LoadList_C)
    void HideSubMenu(UWBP_MainMenu_C* InGameMenu, const float& OutAnimTime, const bool& CanBeHided); // 0x274f500 [Public]
    void OnCheckSaves(float InDeltaTime); // 0x274f500 [Public]
    void LoadInfo(int32 SlotId); // 0x274f500
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void ActivateSubMenu(UWBP_MainMenu_C* InInGameMenu); // 0x274f500 [Public]
    void OnLoadSlotEntry(UNavigationMenuWidget* LoadSlot, USlotInfo* SlotInfo); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_WBP_MainMenu_LoadList(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_MainMenu_LoadSlot_C (/Game/Core/UI/Widgets/MainMenu/WBP_MainMenu_LoadSlot.WBP_MainMenu_LoadSlot_C)
    FEventReply OnMouseButtonDown(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    FEventReply OnMouseButtonDoubleClick(const FGeometry& InMyGeometry, FPointerEvent& InMouseEvent); // 0x274f500 [Event Public]
    void SetThumbnail(UTexture* Value); // 0x274f500 [Public]
    void SetValues(USlotInfo* SlotInfo); // 0x274f500 [Public]
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void OnSetAvailableEvent(bool bOutIsAvailable); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_MainMenu_LoadSlot(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_NewGamePlus_C (/Game/Core/UI/Widgets/MainMenu/WBP_NewGamePlus.WBP_NewGamePlus_C)
    void HideSubMenu(UWBP_MainMenu_C* InGameMenu, const float& OutAnimTime, const bool& CanBeHided); // 0x274f500 [Public]
    void OnAcceptMenu(); // 0x274f500
    void OnNavigateToPreviousMenu(); // 0x274f500
    void OnNavigateLeft(); // 0x274f500
    void OnNavigateRight(); // 0x274f500
    void EmptyFunction(); // 0x274f500
    void ActivateSubMenu(UWBP_MainMenu_C* InInGameMenu); // 0x274f500 [Public]
    void ExecuteUbergraph_WBP_NewGamePlus(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_OkPopup_C (/Game/Core/UI/Widgets/MainMenu/WBP_OkPopup.WBP_OkPopup_C)
    void Construct(); // 0x274f500 [Event Public]
    void OnInputContextApplied(); // 0x274f500 [Event Public]
    void UpdateData(const FText& MainMessage, const FText& AdditionalMessage); // 0x274f500
    void BndEvt__WBP_OkPopup_OkButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void UpdatePercent(const FString& inString); // 0x274f500
    void ExecuteUbergraph_WBP_OkPopup(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_PopUp_C (/Game/Core/UI/Widgets/MainMenu/WBP_PopUp.WBP_PopUp_C)
    void Construct(); // 0x274f500 [Event Public]
    void OnAnswered(); // 0x274f500
    void BndEvt__WBP_PopUp_AcceptButton_K2Node_ComponentBoundEvent_0_OnInteractNavMenuButtonDelegate__DelegateSignature(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void BndEvt__WBP_PopUp_AcceptButton_K2Node_ComponentBoundEvent_1_OnInteractNavMenuButtonDelegate__DelegateSignature(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void BndEvt__WBP_PopUp_DeclineButton_K2Node_ComponentBoundEvent_2_OnInteractNavMenuButtonDelegate__DelegateSignature(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void BndEvt__WBP_PopUp_DeclineButton_K2Node_ComponentBoundEvent_3_OnInteractNavMenuButtonDelegate__DelegateSignature(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void Destruct(); // 0x274f500 [Event Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void UpdateColorScheme(int32 InIndex); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_WBP_PopUp(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_PopUp_Button_C (/Game/Core/UI/Widgets/MainMenu/WBP_PopUp_Button.WBP_PopUp_Button_C)
    void BndEvt__b_Button_K2Node_ComponentBoundEvent_2_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__b_Button_K2Node_ComponentBoundEvent_3_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void OnHoveredNav_Event_0(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void OnUnhoveredNav_Event_0(UNavigationMenuWidget* CategoryWidget); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void BndEvt__WBP_PopUp_Button_b_Button_K2Node_ComponentBoundEvent_0_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void UpdateColorScheme(const FLinearColor& PrimaryColor, const FLinearColor& HoverTextColor); // 0x274f500
    void ExecuteUbergraph_WBP_PopUp_Button(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_SIEA_AND_US_C (/Game/Core/UI/Widgets/MainMenu/WBP_SIEA_AND_US.WBP_SIEA_AND_US_C)
    void Construct(); // 0x274f500 [Event Public]
    void OnInputContextApplied(); // 0x274f500 [Event Public]
    void BndEvt__WBP_OkPopup_OkButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_WBP_SIEA_AND_US(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_TitleScreen_C (/Game/Core/UI/Widgets/MainMenu/WBP_TitleScreen.WBP_TitleScreen_C)
    void Construct(); // 0x274f500 [Event Public]
    void PlayHide(); // 0x274f500
    void WidgetAnimationEvt_OnShow_K2Node_WidgetAnimationEvent_0(); // 0x274f500
    void ExecuteUbergraph_WBP_TitleScreen(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_TitleScreenButton_C (/Game/Core/UI/Widgets/MainMenu/WBP_TitleScreenButton.WBP_TitleScreenButton_C)
    void WidgetAnimationEvt_ShowText_K2Node_WidgetAnimationEvent_1(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WBP_TitleScreenButton(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_XboxProfile_C (/Game/Core/UI/Widgets/MainMenu/WBP_XboxProfile.WBP_XboxProfile_C)
    void OnFailure_B75E5E2E409E2E2EE2297AB201881055(APlayerController* PlayerController); // 0x274f500
    void OnSuccess_B75E5E2E409E2E2EE2297AB201881055(APlayerController* PlayerController); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void ShowProfileManager(); // 0x274f500
    void UpdateProfileInfo(); // 0x274f500
    void ExecuteUbergraph_WBP_XboxProfile(int32 EntryPoint); // 0x274f500 [Final]

// UWorldMapWidgetBP_C (/Game/Core/UI/WorldMap/WorldMapWidgetBP.WorldMapWidgetBP_C)
    void CanShowMap(const bool& bCanShowMap); // 0x274f500 [Public]
    void OnBindControls(); // 0x274f500 [Public]
    void HideSubMenu(UWBP_InGameMenu_C* InGameMenu); // 0x274f500 [Public]
    void OnToggleLayer(const EWorldMapLayer& Layer); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void OnEndCloseMap(); // 0x274f500 [Event Public]
    void OnStartCloseMap(); // 0x274f500 [Event Public]
    void OnEndOpenMap(); // 0x274f500 [Event Public]
    void OnInitialized(); // 0x274f500 [Event Public]
    void ActivateSubMenu(UWBP_InGameMenu_C* InInGameMenu); // 0x274f500 [Public]
    void OnStartOpenMap(); // 0x274f500 [Event Public]
    void MapUnavailableOpenSound(); // 0x274f500
    void MapUnavailableCloseSound(); // 0x274f500
    void MapAvailableOpenSound(); // 0x274f500
    void MapAvailableCloseSound(); // 0x274f500
    void OnMapZoomed(); // 0x274f500 [Event Public]
    void OnMapMoved(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_WorldMapWidgetBP(int32 EntryPoint); // 0x274f500 [Final]

// UBP_GameInstance_C (/Game/Core/World/BP_GameInstance.BP_GameInstance_C)
    void ReceiveInit(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_BP_GameInstance(int32 EntryPoint); // 0x274f500 [Final]

// ABP_WMCameraBase_C (/Game/Core/WorldMap/BP_WMCameraBase.BP_WMCameraBase_C)
    void CreateMaterial(const UMaterialInstanceDynamic*& OutMaterial); // 0x274f500 [Public]
    void SwitchToLandscapeLighting(); // 0x274f500 [Public]
    void SwitchToVoxelLighting(); // 0x274f500 [Public]
    void CheckWorldLighting(); // 0x274f500 [Public]
    void GetWorldLighting(); // 0x274f500 [Public]
    void GetPolygonProfile(const FGameplayTag& Polygon_ID, FStruct_Polygon_DB& Polygon, const bool& success); // 0x274f500 [Public]
    void GetCameraScanerProfile(const FGameplayTag& CameraScaner_ID, FStruct_CameraScaner_DB& CameraScaner, const bool& success); // 0x274f500 [Public]
    void GetGrifProfile(const FGameplayTag& Grif_ID, FStruct_Grif_DB& Grif, const bool& success); // 0x274f500 [Public]
    void GetFabricProfile(const FGameplayTag& Fabric_ID, FStruct_Fabric_DB& Fabric, const bool& success); // 0x274f500 [Public]
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void Timeline_1__FinishedFunc(); // 0x274f500
    void Timeline_1__UpdateFunc(); // 0x274f500
    void K2_Initialize(); // 0x274f500 [Event Public]
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void K2_ToggleViewMode(const EWorldMapViewMode& NewViewMode); // 0x274f500 [Event Public]
    void OnNotification(FGameplayTag& Token, const EWorldMapTypeOperationNotify& Operation, AActor* Actor, FGameplayTag& Action); // 0x274f500
    void GetWorldMapWidget(); // 0x274f500
    void OnDisableProcessing(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_BP_WMCameraBase(int32 EntryPoint); // 0x274f500 [Final]

// UBP_WorldMap2_Library_C (/Game/Core/WorldMap/BP_WorldMap2_Library.BP_WorldMap2_Library_C)
    void GetWorldMapNormal(float X_WorldLocation, float  Y_WorldLocation, UObject* __WorldContext, const FVector& Normal); // 0x274f500 [Static Public]
    void GetWorldMapHeight(float X_WorldLocation, float  Y_WorldLocation, float CliffsCorrection, UObject* __WorldContext, const float& Height); // 0x274f500 [Static Public]
    void GetMapArrayElement(const FIntPoint& MapArraySize, int32 indexX, int32 indexY, UDataTable* MapArray, UObject* __WorldContext, const float&  Height, const FVector& Normal); // 0x274f500 [Static Public]
    void BiLerpVector(const FVector& F(0, 0), const FVector& F(0, 1), const FVector& F(1, 0), const FVector& F(1, 1), float X, float Y, bool NormalizeResult, UObject* __WorldContext, const FVector& F(x, y)); // 0x274f500 [Static Public]
    void BiLerpFloat(float F(0, 0), float F(0, 1), float F(1, 0), float F(1, 1), float X, float Y, UObject* __WorldContext, const float& F(x, y)); // 0x274f500 [Static Public]

// ABP_WM2IndicatorBase_C (/Game/Core/WorldMap/WorldMap2Indicators/BP_WM2IndicatorBase.BP_WM2IndicatorBase_C)
    void ChangeTextVisibility(bool IsHidden); // 0x274f500 [Protected]
    void StopIndicatorTick(); // 0x274f500 [Public]
    void StartIndicatorTick(); // 0x274f500 [Public]
    void UpdateTextElements(float CornsProgress, float BackplateProgress, float TextProgress); // 0x274f500 [Public]
    void SetupTextElements(FText& TitleText); // 0x274f500 [Public]
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void TextExpansion__FinishedFunc(); // 0x274f500
    void TextExpansion__UpdateFunc(); // 0x274f500
    void TextCollapse__FinishedFunc(); // 0x274f500
    void TextCollapse__UpdateFunc(); // 0x274f500
    void BndEvt__Base_K2Node_ComponentBoundEvent_0_ComponentBeginCursorOverSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent); // 0x274f500
    void BndEvt__Base_K2Node_ComponentBoundEvent_1_ComponentEndCursorOverSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent); // 0x274f500
    void BndEvt__Base_K2Node_ComponentBoundEvent_2_ComponentOnClickedSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent, const FKey& ButtonPressed); // 0x274f500
    void UnitedOnBeginCursorCover(); // 0x274f500
    void UnitedOnEndCursorCover(); // 0x274f500
    void K2_Activated(const EWorldMapLayer& ActiveLayer, const EWorldMapZoomMode& ActiveZoomMode); // 0x274f500 [Event Public]
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void K2_Deactivated(); // 0x274f500 [Event Public]
    void UnitedOnCliked_Single(); // 0x274f500
    void BndEvt__TextCollision_K2Node_ComponentBoundEvent_12_ComponentEndCursorOverSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent); // 0x274f500
    void BndEvt__TextCollision_K2Node_ComponentBoundEvent_13_ComponentBeginCursorOverSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent); // 0x274f500
    void BndEvt__IconCollision_K2Node_ComponentBoundEvent_14_ComponentEndCursorOverSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent); // 0x274f500
    void BndEvt__IconCollision_K2Node_ComponentBoundEvent_15_ComponentBeginCursorOverSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent); // 0x274f500
    void BndEvt__IconCollision_K2Node_ComponentBoundEvent_16_ComponentOnClickedSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent, const FKey& ButtonPressed); // 0x274f500
    void BndEvt__TextCollision_K2Node_ComponentBoundEvent_17_ComponentOnClickedSignature__DelegateSignature(UPrimitiveComponent* TouchedComponent, const FKey& ButtonPressed); // 0x274f500
    void ExpandText(); // 0x274f500
    void CollapseText(); // 0x274f500
    void SetupTitleText(FText& TitleText); // 0x274f500
    void UnitedOnCliked_Double(); // 0x274f500
    void K2_SwitchViewMode(const EWorldMapViewMode& NewViewMode); // 0x274f500 [Event Public]
    void OnIdicatorClicked(); // 0x274f500
    void ExecuteUbergraph_BP_WM2IndicatorBase(int32 EntryPoint); // 0x274f500 [Final]

// UABP_MenuP3_C (/Game/Developers/Denya/MenuP3/ABP_Menup3.ABP_MenuP3_C)
    void AnimGraph(FPoseLink& AnimGraph); // 0x274f500
    void MenuP3Skills(TArray<TArray<void>>& Selected Rage Skills, TArray<void>& Special Selected Skills); // 0x274f500 [Public]
    void MenuP3(uint8 NewParam); // 0x274f500 [Public]
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_6D7EE64D4A30F93398C3BDB12654A9BE(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_F1108E6B48833E5B5EAACD82F2D9878B(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_614E45BC46D3001BA703E8ADEC21B616(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_51AF9D4D46DFA41C10C64587E236035B(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_81A21BE24C486C685E2DAB9E82B9B0D8(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_5A8E887149F5B00B60AF3AAA15175228(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_7172C5B942B9312D1F29FB953CD37460(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_03AF0A5F4C8D17167AC1F9B3A3D98D63(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_ECFC7B0C4288A4A8A943B9B1708C993B(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_258212C64AEEB1E159F9C9B89C0538BA(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_640C037348C936C8134F9794D3F031E2(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_436DEE734601D27324D9B2A6F0213FBE(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_B2B52EDB4D490CE9E2AD0A9F94CBE7EB(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_A3DB1F524236E61A06021E807E761C4E(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_7755CC3645107319946DBC8AF70B9440(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_226DD105418380DBE81C2BBBD4E33549(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_91F5297A4AC796387D93DBAA65D5B5B9(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_280C2ADE49AF1B17654E859C3979888F(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_763072D9449FFAD1105B3CBB2814DCA6(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_ABE2A3A5498BE10B7706978D8BF8467E(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_130EFA5F476710271868828D02A719E8(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_75CC92BE4181285F1ABB1A8F63A6267B(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_FC5E951F4C4921FCE36FE08A693BE01D(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_53187BD743822EE286B2F4854F460B82(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_33A44A744C5DBAF18847B68BFAD1393D(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_6B9BCF604587C09E8CF970B5C7DD69DF(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_4F406B7E44DBB335D75865BECF7BA665(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_7275643441EE175B8C375D80CF38D423(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_1E402B4B471BA67C6CB3DCB27B5AE8EA(); // 0x274f500
    void EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_MenuP3_AnimGraphNode_TransitionResult_B460CB8F4F173FED72CD2583EFD4F9C3(); // 0x274f500
    void BlueprintUpdateAnimation(float DeltaTimeX); // 0x274f500 [Event Public]
    void MenuP3AnimStates(uint8 MenuP3States); // 0x274f500 [Public]
    void ExecuteUbergraph_ABP_MenuP3(int32 EntryPoint); // 0x274f500 [Final]

// ABP_MenuP3_C (/Game/Developers/Denya/MenuP3/BP_MenuP3.BP_MenuP3_C)
    void NewFunction_1(UObject* Object); // 0x274f500 [Public]
    void NewFunction_0(uint8 States); // 0x274f500 [Public]
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void Timeline_0__FinishedFunc(); // 0x274f500
    void Timeline_0__UpdateFunc(); // 0x274f500
    void OnLoaded_94C114B5440D118197FDB09CF32A7DC3(UObject* Loaded); // 0x274f500
    void OnLoaded_4627188D45AD0004E57AFBA7342FC65A(TSubclassOf<UObject> Loaded); // 0x274f500
    void OnLoaded_54D91C584A27A0DCEB8B2C865A42BC40(UObject* Loaded); // 0x274f500
    void OnLoaded_36015C084FCC5EDE65C3C8B8D5E36012(TSubclassOf<UObject> Loaded); // 0x274f500
    void MenuP3AnimStates(uint8 MenuP3States); // 0x274f500 [Public]
    void EventGoTomainMenu(); // 0x274f500
    void EventGoToStart(); // 0x274f500
    void EventGoToSettings(); // 0x274f500
    void EventGoToLoad(); // 0x274f500
    void EventGoToCredit(); // 0x274f500
    void EventGoToQuit(); // 0x274f500
    void EventGoToContinue(); // 0x274f500
    void EventGoToNewGameNormal(); // 0x274f500
    void EventGoToNewGameLow(); // 0x274f500
    void EventGoToNewGameHArd(); // 0x274f500
    void EventGoToSettings2(); // 0x274f500
    void EventGoToSettings3(); // 0x274f500
    void EventGoToSettings4(); // 0x274f500
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void MenuP3(uint8 NewParam); // 0x274f500 [Public]
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void MenuP3Skills(TArray<TArray<void>>& Selected Rage Skills, TArray<void>& Special Selected Skills); // 0x274f500 [Public]
    void EventUpdateIcons(); // 0x274f500
    void ReceiveEndPlay(uint8 EndPlayReason); // 0x274f500 [Event Protected]
    void OnDlcOptionChangedDelegate_Event_0(); // 0x274f500
    void EntitlementsChecked(); // 0x274f500
    void TrySetDlcAssets(); // 0x274f500
    void ExecuteUbergraph_BP_MenuP3(int32 EntryPoint); // 0x274f500 [Final]

// IINTER_MenuP3_C (/Game/Developers/Denya/MenuP3/INTER_MenuP3.INTER_MenuP3_C)
    void MenuP3AnimStates(uint8 MenuP3States); // 0x274f500 [Public]
    void MenuP3Skills(TArray<TArray<void>>& Selected Rage Skills, TArray<void>& Special Selected Skills); // 0x274f500 [Public]
    void MenuP3(uint8 NewParam); // 0x274f500 [Public]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_Continue.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3, uint8 A); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_Load.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3, uint8 A); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_MAin.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_6(APlateCutscene_C* PlateCutscene); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_5(ASpotLightCutscene_C* SpotL8); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_4(ASpotLightCutscene_C* SpotL9); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_3(ASpotLightCutscene_C* SpotL6); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_2(ASpotLightCutscene_C* SpotL2); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_1(ASpotLightCutscene_C* SpotL1); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500
    void SpotL1_Event_0(ASpotLightCutscene_C* SpotL1); // 0x274f500
    void SpotL2_Event_0(ASpotLightCutscene_C* SpotL2); // 0x274f500
    void SpotL2_Event_1(ASpotLightCutscene_C* SpotL2); // 0x274f500
    void SpotL6_Event_0(ASpotLightCutscene_C* SpotL6); // 0x274f500
    void SpotL9_Event_0(ASpotLightCutscene_C* SpotL9); // 0x274f500
    void SpotL8_Event_0(ASpotLightCutscene_C* SpotL8); // 0x274f500
    void PlateCutscene_Event_0(APlateCutscene_C* PlateCutscene); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_NewGameHArd.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3, uint8 B); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_NewGameLow.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3, uint8 B); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_NewGameNormal.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3, uint8 A); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_Settings.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_4(APlateCutscene_C* Plate_Cutscene); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_3(ASpotLightCutscene_C* SpotLightCutscene3); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_2(ASpotLightCutscene_C* SpotLightCutscene4); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_1(ASpotLightCutscene_C* SpotLightCutscene); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500
    void SpotLightCutscene_Event_0(ASpotLightCutscene_C* SpotLightCutscene); // 0x274f500
    void SpotLightCutscene4_Event_0(ASpotLightCutscene_C* SpotLightCutscene4); // 0x274f500
    void SpotLightCutscene3_Event_0(ASpotLightCutscene_C* SpotLightCutscene3); // 0x274f500
    void Plate_Cutscene_Event_0(APlateCutscene_C* Plate_Cutscene); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// USequenceDirector_C (/Game/Developers/Denya/MenuP3/LS_MenuP3_Start.SequenceDirector_C)
    void SequenceEvent__ENTRYPOINTSequenceDirector_18(APostGradientCutscene_C* Post_Gradient_Cutscene); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_17(APostGradientCutscene_C* Post_Gradient_Cutscene); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_16(ASpotLightCutscene_C* SpotL6); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_15(ASpotLightCutscene_C* SpotL5); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_14(ASpotLightCutscene_C* SpotL3); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_13(ASpotLightCutscene_C* SpotL2); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_12(ASpotLightCutscene_C* SpotL10); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_11(ASpotLightCutscene_C* SpotL8); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_10(ASpotLightCutscene_C* SpotL7); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_9(ASpotLightCutscene_C* SpotL72); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_8(ASpotLightCutscene_C* SpotL7); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_7(ASpotLightCutscene_C* SpotL72); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_6(ASpotLightCutscene_C* SpotL5); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_5(ASpotLightCutscene_C* SpotL6); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_4(ASpotLightCutscene_C* SpotL3); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_3(ASpotLightCutscene_C* SpotL2); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_2(ASpotLightCutscene_C* SpotL72); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_1(ASpotLightCutscene_C* SpotL8); // 0x274f500 [Public]
    void SequenceEvent__ENTRYPOINTSequenceDirector_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500 [Public]
    void BP_MenuP3_Event_0(ABP_MenuP3_C* BP_MenuP3); // 0x274f500
    void SpotL8_Event_0(ASpotLightCutscene_C* SpotL8); // 0x274f500
    void SpotL72_Event_0(ASpotLightCutscene_C* SpotL72); // 0x274f500
    void SpotL2_Event_0(ASpotLightCutscene_C* SpotL2); // 0x274f500
    void SpotL3_Event_0(ASpotLightCutscene_C* SpotL3); // 0x274f500
    void SpotL6_Event_0(ASpotLightCutscene_C* SpotL6); // 0x274f500
    void SpotL5_Event_0(ASpotLightCutscene_C* SpotL5); // 0x274f500
    void SpotL72_Event_1(ASpotLightCutscene_C* SpotL72); // 0x274f500
    void SpotL7_Event_0(ASpotLightCutscene_C* SpotL7); // 0x274f500
    void SpotL8_Event_1(ASpotLightCutscene_C* SpotL8); // 0x274f500
    void SpotL10_Event_0(ASpotLightCutscene_C* SpotL10); // 0x274f500
    void Post_Gradient_Cutscene_Event_0(APostGradientCutscene_C* Post_Gradient_Cutscene); // 0x274f500
    void ExecuteUbergraph_SequenceDirector(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_LoadingScen_C (/Game/Developers/Denya/WBP_LoadingScen.WBP_LoadingScen_C)
    void Finished_6374D4A640009FF2FD9EDB82F37BE000(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void Finish(); // 0x274f500
    void ExecuteUbergraph_WBP_LoadingScen(int32 EntryPoint); // 0x274f500 [Final]

// ATempGraphicSettingsOverride_C (/Game/Developers/DmitryMoiseev/test/TempGraphicSettingsOverride.TempGraphicSettingsOverride_C)
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_TempGraphicSettingsOverride(int32 EntryPoint); // 0x274f500 [Final]

// ABP_EcosystemSpawner_C (/Game/Development/Eccosystem/BP_EcosystemSpawner.BP_EcosystemSpawner_C)
    TArray<void> GetInteractionVisualTransform(); // 0x274f500 [Event Public]
    bool CanBeUsed(UActiveUserComponent* ActiveUserComponent, bool bPreCheck); // 0x274f500 [Event Public]
    FInteractionData GetInteractionData(UActiveUserComponent* ActiveUserComponent); // 0x274f500 [Event Public]
    UObject* GetUsingConditionsPayload(UActiveUserComponent* ActiveUserComponent); // 0x274f500 [Event Public]
    void HideEffect(); // 0x274f500 [Public]
    void SpawnAirSupportWithClass(const TSoftClassPtr<AAHAICharacter>& TypeofEnemyInBox, APawn* Instigator, const FTransform& Origin, int32 NumberToSpawn, float TargetMovingSpeed, const TSoftClassPtr<AEcosystemAirSupport>& TypeOfShmel, AEcosystemNode* EcosystemRegion, bool DifferentEnemiesInBox, TArray<UEcoSystemSubsystem*>& TypesOfEnemiesInBox); // 0x274f500 [Public]
    void MultipleOptionUse(UActiveUserComponent* ActiveUserComponent, int32 UseActionID); // 0x274f500 [Event Public]
    void ResetUsed(UActiveUserComponent* ActiveUserComponent); // 0x274f500 [Event Public]
    void EaseIn(); // 0x274f500
    void OnStartEaseIn(); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void Used(UActiveUserComponent* ActiveUserComponent); // 0x274f500 [Event Public]
    void OnBoxLanded(); // 0x274f500
    void OnAirSupportSpawned(AEcosystemAirSupport* AirSupport, const FGuid& Guid, FShmelSpawnInfo& SpawnInfo); // 0x274f500
    void ExecuteUbergraph_BP_EcosystemSpawner(int32 EntryPoint); // 0x274f500 [Final]
    void BoxLanded__DelegateSignature(); // 0x274f500 [Public]

// ABP_ExtraItemForConsumable_Knife_C (/Game/Development/Equipment/CondMilk/BP_ExtraItemForConsumable_Knife.BP_ExtraItemForConsumable_Knife_C)
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_BP_ExtraItemForConsumable_Knife(int32 EntryPoint); // 0x274f500 [Final]

// ABP_InGameMenuHoloFlatProjector_C (/Game/Development/FX/HoloProjector/BP_InGameMenuHoloFlatProjector.BP_InGameMenuHoloFlatProjector_C)
    void Timeline_ContentAppearingFX__FinishedFunc(); // 0x274f500
    void Timeline_ContentAppearingFX__UpdateFunc(); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_BP_InGameMenuHoloFlatProjector(int32 EntryPoint); // 0x274f500 [Final]

// UBP_UIHoloFlatProjectorComponent_C (/Game/Development/FX/HoloProjector/BP_UIHoloFlatProjectorComponent.BP_UIHoloFlatProjectorComponent_C)
    void SyncWorldMapLighting(const bool& WorldMapJustOpened1, const bool& NewParam); // 0x274f500 [Public]
    void SyncWorldLighting(); // 0x274f500 [Public]
    void HoloProjectorRootLocation(const FVector& Location); // 0x274f500 [Public]
    void _DBG_Report(); // 0x274f500 [Public]
    void Activate All Not Changed Post Process Settings(UPostProcessComponent* PostProcessVolume); // 0x274f500 [Public]
    void CreatePostProcessDefaultSettings(); // 0x274f500 [Public]
    void EnableNiagaraHoloParticles(UNiagaraComponent* NiagaraSystem); // 0x274f500 [Public]
    void DisableNiagaraHoloParticles(UNiagaraComponent* NiagaraSystem); // 0x274f500 [Public]
    void GetIdleTransform(FTransform& Output_Get); // 0x274f500 [Public]
    void GetInteractTransform(FTransform& Output_Get); // 0x274f500 [Public]
    void ConstructHoloProjector(); // 0x274f500
    void ActivateHoloProjector(); // 0x274f500
    void DeactivateHoloProjector(); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Public]
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void ResetHoloProjector(); // 0x274f500
    void SetIdleState(); // 0x274f500
    void SetInteractState(); // 0x274f500
    void Switch From Interact to Idle(); // 0x274f500
    void Switch From Idle to Interact(UCameraComponent* InteractionCamera, AActor* ContentScene3D, UImage* ContentScene2D, URetainerBox* WHoleUIRetainerBox); // 0x274f500
    void ShowExternalContent(); // 0x274f500
    void HideExternalContent(); // 0x274f500
    void ContentAppearingFX_Update(bool Finished, float DistortionAmount, float ContentParticlesOpacity, float RenderTargetOpacity, float Resolution, float CloseRaysIntensity); // 0x274f500
    void ExecuteUbergraph_BP_UIHoloFlatProjectorComponent(int32 EntryPoint); // 0x274f500 [Final]

// UBPC_PhotoMode_C (/Game/Development/PhotoMode/Blueprints/BPC_PhotoMode.BPC_PhotoMode_C)
    void IsCutsceneRunning(const bool& IsCutsceneRunning); // 0x274f500 [Public]
    void getScreenshotPath(const FString& FullPath); // 0x274f500 [Public]
    void Calculate Weight by Ref(APostProcessVolume* PostProcessVolume, const float& PropertyTotal, const float& PropertyCount, float PropertyValue, float DistanceWeight); // 0x274f500 [Public]
    void UpdateReferences(bool bCheckWidgets); // 0x274f500 [Public]
    void GetCameraManager(const APlayerCameraManager*& PlayerCameraManager); // 0x274f500 [Public]
    void Get Active Camera(const UCameraComponent*& CurrentCamera, const USpringArmComponent*& CurrentSpringArm); // 0x274f500 [Public]
    void UpdateOutputFolder(const FString& Custom Path); // 0x274f500 [Public]
    void GetCameraLocation(const FVector& CameraLocation); // 0x274f500 [Public]
    void GetSliderCameraDistance(const float& CameraDistance); // 0x274f500 [Public]
    void GetSliderRoll(const float& Roll); // 0x274f500 [Public]
    void GetSliderFOV(const float& FOV); // 0x274f500 [Public]
    void Create Post Process(); // 0x274f500 [Public]
    void UnpausedGameAxisMovementControl(float AxisValueIn, const float& AxisValueOut); // 0x274f500 [Public]
    void Photo Mode(); // 0x274f500
    void OpenGallery(); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Public]
    void ResetGallery(); // 0x274f500
    void ResetPhotoMode(); // 0x274f500
    void InitWidgets(); // 0x274f500
    void ExecuteUbergraph_BPC_PhotoMode(int32 EntryPoint); // 0x274f500 [Final]
    void OnFreenCameraEnd__DelegateSignature(); // 0x274f500 [Public]
    void OnFreeCameraStart__DelegateSignature(ABP_FreeCamera_C* FreeCameraReference); // 0x274f500 [Public]
    void PhotoTaken__DelegateSignature(const FString& PhotoPath, const FString& ThumbPath); // 0x274f500 [Public]
    void PhotoModeClosed__DelegateSignature(); // 0x274f500 [Public]
    void PhotoModeOpened__DelegateSignature(float CurrentTimeDilation); // 0x274f500 [Public]

// UBPFL_PhotoModeUtilities_C (/Game/Development/PhotoMode/Blueprints/BPFL_PhotoModeUtilities.BPFL_PhotoModeUtilities_C)
    void ToggleChild(AActor* Actor, TArray<bool>& ActorRefs, bool NewHidden, TArray<UObject*>& ExcludeClasses, UObject* __WorldContext); // 0x274f500 [Static Public]
    void Filter Actors(TArray<UObject*>& TargetArray, UObject* __WorldContext, TArray<TArray<int32>>& FilteredArray); // 0x274f500 [Static Public]
    void IsActorVisibleAndNotRestricted(AActor* Actor, TArray<UObject*>& ExcludeClasses, UObject* __WorldContext, const bool& Value); // 0x274f500 [Static Public]
    void ToggleChildsRecursively(AActor* Actor, TArray<bool>& ActorsRefs, bool NewHidden, TArray<UObject*>& ExcludeClasses, UObject* __WorldContext); // 0x274f500 [Static Public]
    void ToggleCharacterVisibility(bool NewHidden, TArray<TArray<UBPC_PhotoMode_C*>>& ActorsToHide, TArray<UBPC_PhotoMode_C*>& CachedActors, const UBPC_PhotoMode_C*& PhotoModeComponentReference, UObject* __WorldContext); // 0x274f500 [Public]
    void ToggleAIVisibility(bool NewHidden, TArray<TArray<UObject*>>& ActorsToHide, TArray<UObject*>& CachedActors, UObject* __WorldContext); // 0x274f500 [Static Public]
    void isPhotoModeOrGalleryOpened(UObject* __WorldContext, const bool& bIsOpened); // 0x274f500 [Static Public]
    void isGalleryOpened(UObject* __WorldContext, const bool& bIsOpened, const UUI_Gallery_C*& WidgetReference); // 0x274f500 [Static Public]
    void isPhotoModeOpened(UObject* __WorldContext, const bool& bIsOpened, const UUI_PhotoMode_C*& WidgetReference); // 0x274f500 [Static Public]
    void GetAllImersedPostProcess(APlayerController* PlayerController, UObject* __WorldContext, const FVector& CameraLocation, TMap<TMap<TArray<int32>, APostProcessVolume*>, APostProcessVolume*>& VolumesTransforms, TMap<TArray<int32>, APostProcessVolume*>& VolumesExtent); // 0x274f500 [Static Public]
    void Nearest Distance To Box With Transform(const FVector& Point, const FTransform& BoxWorldTransform, const FVector& BoxExtent, UObject* __WorldContext, const float& Distance); // 0x274f500 [Static Public]
    void Hide HUD When Using Photo Mode(const ESlateVisibility& If Not Using Photo Mode Set This Widget As, UBPC_PhotoMode_C* PhotoModeComponent, UObject* __WorldContext, const ESlateVisibility& Visibility, const bool& Using Photo Mode or Gallery?); // 0x274f500 [Static Public]
    void SaveAllPhotos(TArray<UObject*>& SaveNewPhoto, UObject* __WorldContext); // 0x274f500 [Static Public]
    void MakeThumbnail(UObject* World Context Object (Self), APlayerController* Player Controller, const FString& Screenshot Folder Path, const FIntPoint& Resolution (X and Y), const FString& PhotoName, uint8 ScreenshotMethod, ABP_ScreenshotManager_C* ScreenshotManager, UObject* __WorldContext, const FString& Full Thumbnail Path, const FString& BaseThumbnailName); // 0x274f500 [Static Public]
    void LoadPhotos(UObject* __WorldContext, const bool& SaveGameIsValid?, TArray<USaveGame*>& PhotosData); // 0x274f500 [Static Public]
    void SavePhoto(const FS_PhotosData& SaveNewPhoto, uint8 Sort, UObject* __WorldContext); // 0x274f500 [Static Public]
    void NormalizeScreenshotPath(const FString& Folder Path, UObject* __WorldContext, const FString& Normalized Path); // 0x274f500 [Static Public]
    void Get Screenshot File(UObject* WorldContextObject, const FString& FullFilePath, UObject* __WorldContext, const bool& IsValid?, const UTexture2D*& 2D Image, const FString& Base Filename, const FString& Full File Path); // 0x274f500 [Static Public]
    void Directory Path Correction(bool Use Custom Path?, const FString& Custom Path, UObject* __WorldContext, const FString& Corrected Path); // 0x274f500 [Static Public]
    void Get Default Screen Resolution(UObject* __WorldContext, const FIntPoint& Resolution (X and Y)); // 0x274f500 [Static Public]
    void HighResScreenshot (without UI)(UObject* World Context Object (Self), APlayerController* Player Controller, const FString& Screenshot Folder Path, const FIntPoint& Resolution (X and Y), uint8 ScreenshotMethod, ABP_ScreenshotManager_C* ScreenshotManager, UObject* __WorldContext, const FString& Full Photo Path, const FString& Photo Name); // 0x274f500 [Static Public]
    void Screenshot (with UI)(UObject* World Context Object (Self), APlayerController* Player Controller, const FString& Screenshot Folder Path, UObject* __WorldContext, const FString& Full Screenshot File Path, const FString& PhotoName); // 0x274f500 [Static Public]

// IBPI_Data_C (/Game/Development/PhotoMode/Blueprints/BPI_Data.BPI_Data_C)
    void TabToOpen(int32 TabIndex, UUI_TabButton_C* CommonButtonPressed); // 0x274f500 [Public]
    void SendPhotoData(UUI_PhotoThumbnail_C* NewParam); // 0x274f500 [Public]

// ABP_CustomPostProcess_C (/Game/Development/PhotoMode/Blueprints/BP_CustomPostProcess.BP_CustomPostProcess_C)
    void getPostProcess(FPostProcessSettings& PostProcessSettings); // 0x274f500 [Public]
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void UpdatePostProcess(const FPostProcessSettings& PP); // 0x274f500
    void ExecuteUbergraph_BP_CustomPostProcess(int32 EntryPoint); // 0x274f500 [Final]

// ABP_FreeCamera_C (/Game/Development/PhotoMode/Blueprints/BP_FreeCamera.BP_FreeCamera_C)
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void ReceiveDestroyed(); // 0x274f500 [Event Public]
    void ExecuteUbergraph_BP_FreeCamera(int32 EntryPoint); // 0x274f500 [Final]
    void isNotMovingCamera__DelegateSignature(); // 0x274f500 [Public]
    void isMovingCamera__DelegateSignature(); // 0x274f500 [Public]

// ABP_ScreenshotManager_C (/Game/Development/PhotoMode/Blueprints/BP_ScreenshotManager.BP_ScreenshotManager_C)
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void TakeScreenshot(const FIntPoint& Size, const FString& Path, const FString& Filename); // 0x274f500
    void ExecuteUbergraph_BP_ScreenshotManager(int32 EntryPoint); // 0x274f500 [Final]

// UUI_Gallery_C (/Game/Development/PhotoMode/Blueprints/UI_Gallery.UI_Gallery_C)
    FEventReply OnMouseMove(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    ESlateVisibility ShowHideDeleteOption(); // 0x274f500 [Public]
    void DeletePhoto(); // 0x274f500 [Public]
    ESlateVisibility SwapUpDownLeftRightVisibility(); // 0x274f500 [Public]
    ESlateVisibility Previous Page Button Visibility(); // 0x274f500 [Public]
    void CreatePages(); // 0x274f500 [Public]
    FEventReply OnMouseWheel(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void UpdatePhotosData(); // 0x274f500 [Public]
    void CloseFullscreen(); // 0x274f500 [Public]
    ESlateVisibility Next Page Button Visibility(); // 0x274f500 [Public]
    void TabToOpen(int32 TabIndex, UUI_TabButton_C* CommonButtonPressed); // 0x274f500 [Public]
    void OnRemovedFromFocusPath(const FFocusEvent& InFocusEvent); // 0x274f500 [Event Public]
    void OnMouseEnter(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void OnMouseLeave(FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void Destruct(); // 0x274f500 [Event Public]
    void SendPhotoData(UUI_PhotoThumbnail_C* NewParam); // 0x274f500 [Public]
    void NextPage(bool NextFocusOnTheFirstPhoto); // 0x274f500
    void PreviousPage(bool PrevFocusOnTheFirstPhoto); // 0x274f500
    void LoadNextPrevPage(int32 NewPageIndex, bool PrevFocusOnTheFirstPhoto); // 0x274f500
    void CloseGallery(); // 0x274f500
    void NextTab(); // 0x274f500
    void PreviousTab(); // 0x274f500
    void EmptyAction(); // 0x274f500
    void OnGamepadControlledEventDelegate_Event_0(bool bIsGamepadEnabled); // 0x274f500
    void OpenPhoto(); // 0x274f500
    void NavigateGridDown(); // 0x274f500
    void NavigateGridRight(); // 0x274f500
    void NavigateGridLeft(); // 0x274f500
    void NavigateGridUp(); // 0x274f500
    void BndEvt__PreviousPageButton_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__NextPageButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_UI_Gallery(int32 EntryPoint); // 0x274f500 [Final]

// UUI_PhotoMode_C (/Game/Development/PhotoMode/Blueprints/UI_PhotoMode.UI_PhotoMode_C)
    void GamepadSetup(bool bIsGamepadEnabled); // 0x274f500 [Public]
    void ShowGrid(bool InShow); // 0x274f500 [Public]
    void Show UI(bool bMenuHidden); // 0x274f500 [Public]
    void Update Free Camera Button Text(); // 0x274f500 [Public]
    void ToggleAIVisibility(bool NewHidden); // 0x274f500 [Public]
    void ToggleCharacterVisibility(bool NewHidden); // 0x274f500 [Public]
    void GetFreeCameraAccessability(const bool& Value); // 0x274f500 [Public]
    void Get Photo Resolution(const FIntPoint& Resolution); // 0x274f500 [Public]
    ESlateVisibility Get Focus Region Visibility(); // 0x274f500 [Public]
    FEventReply OnMouseButtonDoubleClick(const FGeometry& InMyGeometry, FPointerEvent& InMouseEvent); // 0x274f500 [Event Public]
    void Set Focus Distance(bool bIsHitValid, FPostProcessSettings& PostProcess, float Distance); // 0x274f500 [Public]
    void Update Logo Color(bool bSRGB); // 0x274f500 [Public]
    ESlateVisibility ShowHideCharacterRotation(); // 0x274f500 [Public]
    FText getScreenshotTitle(); // 0x274f500 [Public]
    float getAdjustedWorldDeltaSeconds(); // 0x274f500 [Public]
    ESlateVisibility SwapOptionGamepadVisibility(); // 0x274f500 [Public]
    ESlateVisibility FocusDistanceVisibility(); // 0x274f500 [Public]
    FEventReply OnMouseWheel(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void RemoveMaterialFromCamera(TArray<FWeightedBlendable>& TargetArray, FWeightedBlendable& Item); // 0x274f500 [Public]
    FText GetFocusDistance(); // 0x274f500 [Public]
    ESlateVisibility ShowHidePhotoModeIsOnWarning(); // 0x274f500 [Public]
    ESlateVisibility OpenGalleryButtonVisibility(); // 0x274f500 [Public]
    ESlateVisibility TakePictureButtonVisibility(); // 0x274f500 [Public]
    ESlateVisibility Up Down Left Right Buttons Visibility(); // 0x274f500 [Public]
    ESlateVisibility MoveButtonVisibility(); // 0x274f500 [Public]
    ESlateVisibility FreeCameraButtonVisibility(); // 0x274f500 [Public]
    void ActiveTab(int32 TabIndex, UUI_TabButton_C* ButtonToNotModify); // 0x274f500 [Public]
    void OnLoaded_82A7579942174F38FE2AD9A2E247AA34(UObject* Loaded); // 0x274f500
    void SendPhotoData(UUI_PhotoThumbnail_C* NewParam); // 0x274f500 [Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void Initialize(); // 0x274f500
    void ChangeTab(int32 TabIndex); // 0x274f500
    void OnRemovedFromFocusPath(const FFocusEvent& InFocusEvent); // 0x274f500 [Event Public]
    void OnMouseEnter(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void OnMouseLeave(FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void Dispatchers(); // 0x274f500
    void OnDestruct(); // 0x274f500
    void InterpolationUpdater(float DeltaTime); // 0x274f500
    void PreviousTab(); // 0x274f500
    void NextTab(); // 0x274f500
    void ShowHideUI(); // 0x274f500
    void ExitPhotoMode(); // 0x274f500
    void ResetValue(); // 0x274f500
    void TakePhoto(); // 0x274f500
    void SwitchFreeCamera(); // 0x274f500
    void OpenGallery(); // 0x274f500
    void EmptyAction(); // 0x274f500
    void SwitchOptionBackward(); // 0x274f500
    void SwitchOptionForward(); // 0x274f500
    void NavigateListDown(); // 0x274f500
    void NavigateListUp(); // 0x274f500
    void Apply(); // 0x274f500
    void ChangeFreeCameraRotation(const FRotator& RotationValue); // 0x274f500
    void ChangeFreeCameraFOV(float FOVValue); // 0x274f500
    void ResetAll(); // 0x274f500
    void OnSelected_Event_0(UWBP_GenericListElement_C* inElement); // 0x274f500
    void RefreshListElementsArray(int32 Index); // 0x274f500
    void TabToOpen(int32 TabIndex, UUI_TabButton_C* CommonButtonPressed); // 0x274f500 [Public]
    void BndEvt__FieldOfView_K2Node_ComponentBoundEvent_8_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__CameraRoll_K2Node_ComponentBoundEvent_7_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Grid_K2Node_ComponentBoundEvent_6_OnCheckboxValueChanged__DelegateSignature(bool Value); // 0x274f500
    void BndEvt__MotionBlur_K2Node_ComponentBoundEvent_13_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Autofocus_K2Node_ComponentBoundEvent_5_OnCheckboxValueChanged__DelegateSignature(bool Value); // 0x274f500
    void SetFocusOnClick(); // 0x274f500
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void BndEvt__ColorBalanceSelector_K2Node_ComponentBoundEvent_32_OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500
    void BndEvt__ColorBalanceRed_K2Node_ComponentBoundEvent_18_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__ColorBalanceGreen_K2Node_ComponentBoundEvent_16_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__ColorBalanceBlue_K2Node_ComponentBoundEvent_15_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__ColorBalanceIntensity_K2Node_ComponentBoundEvent_17_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__LogoSelector_K2Node_ComponentBoundEvent_27_OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500
    void BndEvt__LogoVerticalAlignment_K2Node_ComponentBoundEvent_26_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__LogoSize_K2Node_ComponentBoundEvent_25_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__LogoAngle_K2Node_ComponentBoundEvent_23_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__LogoHorizontalAlignment_K2Node_ComponentBoundEvent_24_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Filter_K2Node_ComponentBoundEvent_31_OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500
    void BndEvt__LUTIntensity_K2Node_ComponentBoundEvent_9_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Rendering_K2Node_ComponentBoundEvent_30_OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500
    void BndEvt__FrameSelector_K2Node_ComponentBoundEvent_29_OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500
    void BndEvt__FrameSize_K2Node_ComponentBoundEvent_22_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__FrameRed_K2Node_ComponentBoundEvent_21_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__FrameGreen_K2Node_ComponentBoundEvent_20_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__FrameBlue_K2Node_ComponentBoundEvent_19_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Brightness_K2Node_ComponentBoundEvent_3_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Tint_K2Node_ComponentBoundEvent_2_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Temperature_K2Node_ComponentBoundEvent_0_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Vignette_K2Node_ComponentBoundEvent_14_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__FilmGrain_K2Node_ComponentBoundEvent_12_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__ChromaticAberrationOffset_K2Node_ComponentBoundEvent_11_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__ChromaticAberrationIntensity_K2Node_ComponentBoundEvent_10_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__BlueCorrection_K2Node_ComponentBoundEvent_4_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__Aperture_K2Node_ComponentBoundEvent_33_OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500
    void BndEvt__SensorWidth_K2Node_ComponentBoundEvent_5_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__FocusDistance_K2Node_ComponentBoundEvent_1_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void BndEvt__CameraDistance_K2Node_ComponentBoundEvent_6_OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500
    void CameraDistanceMouseWheel(float Delta); // 0x274f500
    void CameraLeftRight(float Value); // 0x274f500
    void CameraUpDown(float Value); // 0x274f500
    void BndEvt__HideCharacter_K2Node_ComponentBoundEvent_4_OnCheckboxValueChanged__DelegateSignature(bool Value); // 0x274f500
    void BndEvt__CharacterRotation_K2Node_ComponentBoundEvent_3_OnCheckboxValueChanged__DelegateSignature(bool Value); // 0x274f500
    void BndEvt__PhotoResolution_K2Node_ComponentBoundEvent_28_OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500
    void BndEvt__UI_PhotoMode_HideAI_K2Node_ComponentBoundEvent_1_OnCheckboxValueChanged__DelegateSignature(bool Value); // 0x274f500
    void OnFreenCameraEnd(); // 0x274f500
    void OnFreeCameraStart(ABP_FreeCamera_C* FreeCameraReference); // 0x274f500
    void BndEvt__UI_PhotoMode_WBP_PhotoModeButton_1_K2Node_ComponentBoundEvent_1_OnClicked__DelegateSignature(); // 0x274f500
    void BndEvt__UI_PhotoMode_WBP_PhotoModeButton_K2Node_ComponentBoundEvent_0_OnClicked__DelegateSignature(); // 0x274f500
    void MakeScreenshot(); // 0x274f500
    void Register Photo(const FString& Save New Photo Title, const FString& Save New Photo Photo Full Path, const FString& Save New Photo Thumbnail Full Path); // 0x274f500
    void BlockScreenshot(); // 0x274f500
    void Screenshot(); // 0x274f500
    void MakeScreenshotRender(); // 0x274f500
    void MakeRegister(); // 0x274f500
    void MakeThumbnail(); // 0x274f500
    void ExecuteUbergraph_UI_PhotoMode(int32 EntryPoint); // 0x274f500 [Final]
    void ED_FreeCameraRotation__DelegateSignature(const FRotator& RotationValue); // 0x274f500 [Public]
    void ED_FreeCameraFOV__DelegateSignature(float FOVValue); // 0x274f500 [Public]

// UUI_Checkbox_C (/Game/Development/PhotoMode/Widgets/UI_Checkbox.UI_Checkbox_C)
    UWidget* ToggleUsingArrows(const EUINavigation& Navigation); // 0x274f500 [Public]
    void Set Focused or Unfocused Color(bool bChangeCheckboxColorWhenFocused, UCheckBox* CheckBox, UWidget* CheckboxTitle, UWidget* CheckboxValue); // 0x274f500 [Public]
    FText setTxtValue(); // 0x274f500 [Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void Initialize(bool bDefaultValue); // 0x274f500
    void ResetCheckbox(); // 0x274f500
    void ChangeValue(bool bValue, bool bShouldFocus); // 0x274f500
    void BndEvt__ToggleDoF_1_K2Node_ComponentBoundEvent_3_OnCheckBoxComponentStateChanged__DelegateSignature(bool bIsChecked); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void SetSelected(bool InSelected); // 0x274f500
    void DecreaseValue(); // 0x274f500
    void IncreaseValue(); // 0x274f500
    void ResetToDefault(); // 0x274f500
    void ExecuteUbergraph_UI_Checkbox(int32 EntryPoint); // 0x274f500 [Final]
    void OnCheckboxValueChanged__DelegateSignature(bool Value); // 0x274f500 [Public]

// UUI_PhotoPage_C (/Game/Development/PhotoMode/Widgets/UI_PhotoPage.UI_PhotoPage_C)
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void Initialize(UUI_Gallery_C* GalleryReference, int32 PageIndex); // 0x274f500
    void ResetPage(); // 0x274f500
    void UpdatePage(); // 0x274f500
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void OnClicked_Event_0(); // 0x274f500
    void ExecuteUbergraph_UI_PhotoPage(int32 EntryPoint); // 0x274f500 [Final]

// UUI_PhotoThumbnail_C (/Game/Development/PhotoMode/Widgets/UI_PhotoThumbnail.UI_PhotoThumbnail_C)
    ESlateVisibility Edges Visibility(); // 0x274f500 [Public]
    void BndEvt__ButtonPhoto_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ResetThumb(); // 0x274f500
    void UpdatePhoto(); // 0x274f500
    void DeleteData(); // 0x274f500
    void Destruct(); // 0x274f500 [Event Public]
    void Initialize(UUI_Gallery_C* GalleryReference, UUI_PhotoPage_C* OwnPage); // 0x274f500
    void SetPhotoData(const FS_PhotosData& PhotoInfo); // 0x274f500
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void SetSelected(bool bSelected); // 0x274f500
    void BndEvt__UI_PhotoThumbnail_Button_K2Node_ComponentBoundEvent_0_OnButtonHoverEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_UI_PhotoThumbnail(int32 EntryPoint); // 0x274f500 [Final]
    void OnClicked__DelegateSignature(); // 0x274f500 [Public]

// UUI_Selector_C (/Game/Development/PhotoMode/Widgets/UI_Selector.UI_Selector_C)
    void ClearOptions(); // 0x274f500 [Public]
    void AddOptions(Name)(TArray<int32>& Options); // 0x274f500 [Public]
    void AddOptions(Text)(TArray<int32>& Options); // 0x274f500 [Public]
    void AddOptions(String)(TArray<int32>& Options); // 0x274f500 [Public]
    void SetDefaultOptionByIndex(int32 DefaultIndex); // 0x274f500 [Public]
    void SetDefaultOptionByName(FText& ItemToFind, const bool& bSuccess); // 0x274f500 [Public]
    void GetSelectedOption(const int32& SelectedIndex, FText& SelectedOption); // 0x274f500 [Public]
    void RemoveOption(FText& Item); // 0x274f500 [Public]
    void AddOption(FText& NewOption); // 0x274f500 [Public]
    FEventReply OnMouseWheel(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    FSlateBrush getRightButtonSettings(); // 0x274f500 [Public]
    FSlateBrush getLeftButtonSettings(); // 0x274f500 [Public]
    void getFocusedOrUnfocusedColor(bool bChangeSliderColorWhenFocused, bool bChangeTextColorWhenFocused, USlider* Slider, UImage* imgLeftButton, UImage* imgRightButton, UWidget* SliderTitle, UWidget* SliderValue, FSlateBrush& LeftButtonColor, FSlateBrush& RightButtonColor); // 0x274f500 [Public]
    FText getTxtValue(); // 0x274f500 [Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void BndEvt__btn_left_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__btn_right_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__Slider_K2Node_ComponentBoundEvent_2_OnFloatValueChangedEvent__DelegateSignature(float Value); // 0x274f500
    void ResetSlider(); // 0x274f500
    void ChangeValue(float Value, bool bShouldFocus); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void SetSelected(bool InSelected); // 0x274f500
    void IncreaseValue(); // 0x274f500
    void DecreaseValue(); // 0x274f500
    void ResetToDefault(); // 0x274f500
    void ExecuteUbergraph_UI_Selector(int32 EntryPoint); // 0x274f500 [Final]
    void OnOptionChanged__DelegateSignature(int32 OptionIndex, const FText& OptionText); // 0x274f500 [Public]
    void ResetDispatcher__DelegateSignature(); // 0x274f500 [Public]

// UUI_Slider_C (/Game/Development/PhotoMode/Widgets/UI_Slider.UI_Slider_C)
    FEventReply OnMouseWheel(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    ESlateVisibility TextValueVisibility(); // 0x274f500 [Public]
    ESlateVisibility LockVisibility(); // 0x274f500 [Public]
    FSlateBrush getRightButtonSettings(); // 0x274f500 [Public]
    FSlateBrush getLeftButtonSettings(); // 0x274f500 [Public]
    void getFocusedOrUnfocusedColor(bool bChangeSliderColorWhenFocused, USlider* Slider, UImage* imgLeftButton, UImage* imgRightButton, UWidget* SliderTitle, UWidget* SliderValue, FSlateBrush& LeftButtonColor, FSlateBrush& RightButtonColor); // 0x274f500 [Public]
    FText getTxtValue(); // 0x274f500 [Public]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void Initialize(float DefaultValue); // 0x274f500
    void BndEvt__btn_left_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__btn_right_K2Node_ComponentBoundEvent_1_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void BndEvt__Slider_K2Node_ComponentBoundEvent_2_OnFloatValueChangedEvent__DelegateSignature(float Value); // 0x274f500
    void ResetSlider(); // 0x274f500
    void ChangeValue(float Value, bool bSetFocus, bool bCallDispatcherNotify); // 0x274f500
    void EnableDisableWidget(bool bEnable); // 0x274f500
    void ConstantStepSizeIncrease(); // 0x274f500
    void Construct(); // 0x274f500 [Event Public]
    void SetSelected(bool InSelected); // 0x274f500
    void IncreaseValue(); // 0x274f500
    void DecreaseValue(); // 0x274f500
    void ResetToDefault(); // 0x274f500
    void ExecuteUbergraph_UI_Slider(int32 EntryPoint); // 0x274f500 [Final]
    void OnSliderValueChanged__DelegateSignature(float SliderValue, bool bReset); // 0x274f500 [Public]

// UUI_TabButton_C (/Game/Development/PhotoMode/Widgets/UI_TabButton.UI_TabButton_C)
    void Initialize(UUI_PhotoMode_C* PhotoModeWidgetRef); // 0x274f500
    void SetSelectedTabStyle(); // 0x274f500
    void SetUnselectedTabStyle(); // 0x274f500
    void BndEvt__Button_99_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void ExecuteUbergraph_UI_TabButton(int32 EntryPoint); // 0x274f500 [Final]

// UWBP_GenericListElement_C (/Game/Development/PhotoMode/Widgets/WBP_GenericListElement.WBP_GenericListElement_C)
    void SetSelected(bool InSelected); // 0x274f500
    void OnMouseEnter(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void IncreaseValue(); // 0x274f500
    void DecreaseValue(); // 0x274f500
    void ResetToDefault(); // 0x274f500
    void ExecuteUbergraph_WBP_GenericListElement(int32 EntryPoint); // 0x274f500 [Final]
    void OnSelected__DelegateSignature(UWBP_GenericListElement_C* inElement); // 0x274f500 [Public]

// UWBP_PhotoModeButton_C (/Game/Development/PhotoMode/Widgets/WBP_PhotoModeButton.WBP_PhotoModeButton_C)
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void SetSelected(bool InSelected); // 0x274f500
    void BndEvt__WBP_PhotoModeButton_IconButton_K2Node_ComponentBoundEvent_0_OnButtonClickedEvent__DelegateSignature(); // 0x274f500
    void ExecuteUbergraph_WBP_PhotoModeButton(int32 EntryPoint); // 0x274f500 [Final]
    void OnClicked__DelegateSignature(); // 0x274f500 [Public]

// APlateCutscene_C (/Game/Development/Tools/LightTools/PlateCutscene.PlateCutscene_C)
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void OnUpdateFromSequence(); // 0x274f500 [Event Public]
    void SettingsChanged(const FString& SettingId); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_PlateCutscene(int32 EntryPoint); // 0x274f500 [Final]

// APostGradientCutscene_C (/Game/Development/Tools/LightTools/PostGradientCutscene.PostGradientCutscene_C)
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void OnUpdateFromSequence(); // 0x274f500 [Event Public]
    void InitialUpdate(); // 0x274f500
    void ExecuteUbergraph_PostGradientCutscene(int32 EntryPoint); // 0x274f500 [Final]

// ABP_FinishWorkAfterSeqLightFea_C (/Game/Development/Tools/LightTools/Resourses/BP_FinishWorkAfterSeqLightFea.BP_FinishWorkAfterSeqLightFea_C)
    void ReturnPoolSize__FinishedFunc(); // 0x274f500
    void ReturnPoolSize__UpdateFunc(); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_BP_FinishWorkAfterSeqLightFea(int32 EntryPoint); // 0x274f500 [Final]

// ASequenceLightFeatures_C (/Game/Development/Tools/LightTools/SequenceLightFeatures.SequenceLightFeatures_C)
    void Reset FPS Limit(); // 0x274f500 [Public]
    void Set 30 Fps Limit(); // 0x274f500 [Public]
    void ChangeConsoleVariableFloat(const FString& VariableName, const FString& VariableValue); // 0x274f500 [Private]
    void SetVariable(const FString& VariableName, const FString& Value); // 0x274f500 [Private]
    void CacheVariable(const FString& VariableName, const FString& Value); // 0x274f500 [Private]
    void TestSettingValue(const FString& SettingId, int32 MinSettingValue, const bool& TestSuccessful); // 0x274f500 [Private]
    void ChangeGameplaySetting(const FString& SettingName, int32 SettingValue); // 0x274f500 [Private]
    void ChangeConsoleVariableInt(const FString& VariableName, const FString& VariableValue); // 0x274f500 [Private]
    void ResetChanges(); // 0x274f500 [Public]
    void ApplyChanges(); // 0x274f500 [Public]
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void EventLoad(); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ReceiveEndPlay(uint8 EndPlayReason); // 0x274f500 [Event Protected]
    void SettingsChanged(const FString& SettingId); // 0x274f500
    void ExecuteUbergraph_SequenceLightFeatures(int32 EntryPoint); // 0x274f500 [Final]

// ASpotLightCutscene_C (/Game/Development/Tools/LightTools/SpotLightCutscene.SpotLightCutscene_C)
    void LightInitialParams(); // 0x274f500 [Public]
    void LightUpdateParams(); // 0x274f500 [Public]
    void ColorFromTemp(float Temp, const FLinearColor& Color); // 0x274f500 [Protected]
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void OnUpdateFromSequence(); // 0x274f500 [Event Public]
    void SettingsChanged(const FString& SettingId); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_SpotLightCutscene(int32 EntryPoint); // 0x274f500 [Final]

// UBP_FunctionLib_C (/Game/Development/Tools/Misc/BP_FunctionLib.BP_FunctionLib_C)
    void ObjectLengthToText(float ObjectLength, UObject* __WorldContext, FText& LengthWithUnits); // 0x274f500 [Static Public]
    void ForceLoadTexturesFromPrimitive(UPrimitiveComponent* Target, bool ForceMiplevelsToBeResidentValue, UObject* __WorldContext); // 0x274f500 [Static Public]
    void ForceLoadTextures(UPrimitiveComponent* Target, TArray<bool>& MatIndexes, bool StopForceLoadInstead, UObject* __WorldContext); // 0x274f500 [Static Public]
    void CheckDetailModeEnum(uint8 ObjSettings, UObject* __WorldContext, const bool& IsActive); // 0x274f500 [Static Public]
    void CheckDetailMode(const FDetailModeEnc& ObjSettings, UObject* __WorldContext, const bool& IsActive); // 0x274f500 [Static Public]
    void 2DInterpAbsolute(const FVector2D& Target, const FVector2D& Current, float MaxAbsSpeed, UObject* __WorldContext, const FVector2D& New); // 0x274f500 [Static Public]
    void FInterp Absolute(float Target, float Current, float MaxAbsSpeed, UObject* __WorldContext, const float& New); // 0x274f500 [Static Public]
    void VectorSignedAngle2D(const FVector& Vec, const FVector& Vec2, UObject* __WorldContext, const float& Angle); // 0x274f500 [Static Public]
    void VectorSignedAngle(const FVector& Vec, const FVector& Vec2, UObject* __WorldContext, const float& Angle); // 0x274f500 [Static Public]
    void PrntScreen(const FString& Text, float inString, UObject* __WorldContext, const float& Out); // 0x274f500 [Static Public]
    void IsEmpty(const FName& Name, UObject* __WorldContext, const bool& return); // 0x274f500 [Static Public]
    void Hide Material Section(const USkinnedMeshComponent*& SkeletalMesh, int32 MaterialID, bool bShow, UObject* __WorldContext); // 0x274f500 [Static Public]

// ABP_RoadTool_Base_C (/Game/Development/Tools/RoadTool/BP_RoadTool_Base.BP_RoadTool_Base_C)
    void ConstructProcMeshes(); // 0x274f500 [Public]
    void WriteSeedArray(int32 Count A, int32 Count B); // 0x274f500 [Public]
    void Clean(); // 0x274f500 [Public]
    void StopGenerate(); // 0x274f500 [Public]
    void StartGenerate(); // 0x274f500 [Public]
    FVector Swap3DVector(const FVector& InVec, bool Swap); // 0x274f500 [Public]
    FVector2D Swap2DVector(const FVector2D& InVec, bool Swap); // 0x274f500 [Public]
    void MakeSeed(); // 0x274f500 [Public]
    void TracePoint_02(const FVector& Vector, float ZOffset, bool Mesh, bool Landscape, const bool& Succes, const FVector& Out Hit Location, const FVector& Out Hit Normal, const float& Z loc); // 0x274f500 [Public]
    void TracePoint(const FVector& Vector, const FVector& Out Hit Location, const FVector& Out Hit Normal); // 0x274f500 [Public]
    void AddQuad(const FVector& PointA, const FVector& PointB, const FVector& PointC, const FVector& PointD, const FVector& Tangent_01, const FVector& Tangent_02, TArray<TArray<TArray<TArray<float>>>>& Verts, TArray<TArray<TArray<float>>>& Normals, TArray<TArray<float>>& Index, TArray<float>& UV, float UV Offset, TArray<TArray<float>>& Color, TArray<float>& Tangents, float Distance, float Length, const FS_RoadTool_BaseSettings& CustomSettings, float CustomZ, int32 Width_Section_Number, const FVector& OffsetInfo); // 0x274f500 [Public]
    void Generate(const FVector& Position, float Offset, const FS_RoadTool_BaseSettings_Additionals& SectionSettings, float Seed, const bool& Finished); // 0x274f500 [Public]
    void Regenerate Tick(); // 0x274f500
    void BlueprintEditorTick(float DeltaTime); // 0x274f500 [Event Public]
    void CustomPostEdit(); // 0x274f500 [Event Public]
    void Deform Landscape(); // 0x274f500
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_BP_RoadTool_Base(int32 EntryPoint); // 0x274f500 [Final]

// UBP_GooseSlide_InputModifier_Gamepad_C (/Game/GooseRunner/GooseRunner/Input/AHEnhancedInput/BP_GooseSlide_InputModifier_Gamepad.BP_GooseSlide_InputModifier_Gamepad_C)
    FInputActionValue ModifyRaw(UEnhancedPlayerInput* PlayerInput, const FInputActionValue& CurrentValue, float DeltaTime); // 0x274f500 [Event Public]

// UBP_GooseSlide_InputModifier_Mouse_C (/Game/GooseRunner/GooseRunner/Input/AHEnhancedInput/BP_GooseSlide_InputModifier_Mouse.BP_GooseSlide_InputModifier_Mouse_C)
    FInputActionValue ModifyRaw(UEnhancedPlayerInput* PlayerInput, const FInputActionValue& CurrentValue, float DeltaTime); // 0x274f500 [Event Public]

// AMainMenuScene_C (/Game/Maps/Worlds/MainMenuScene.MainMenuScene_C)
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ExecuteUbergraph_MainMenuScene(int32 EntryPoint); // 0x274f500 [Final]

// UAnimationCompressionLibraryDatabase (/Script/ACLPlugin.AnimationCompressionLibraryDatabase)
    void SetVisualFidelity(UObject* WorldContextObject, const FLatentActionInfo& LatentInfo, UAnimationCompressionLibraryDatabase* DatabaseAsset, const ACLVisualFidelityChangeResult& Result, const ACLVisualFidelity& VisualFidelity); // 0x16a6b30 [Final Native Static Public]
    ACLVisualFidelity GetVisualFidelity(UAnimationCompressionLibraryDatabase* DatabaseAsset); // 0x16a6a40 [Final Native Static Public]

// AAIController (/Script/AIModule.AIController)
    bool UseBlackboard(UBlackboardData* BlackboardAsset, const UBlackboardComponent*& BlackboardComponent); // 0x49038a0 [Final Native Public]
    void UnclaimTaskResource(TSubclassOf<UGameplayTaskResource> ResourceClass); // 0x49033d0 [Final Native Public]
    void SetPathFollowingComponent(UPathFollowingComponent* NewPFComponent); // 0x4902e00 [Final Native Public]
    void SetMoveBlockDetection(bool bEnable); // 0x4903c50 [Final Native Public]
    bool RunBehaviorTree(UBehaviorTree* BTAsset); // 0x4903b60 [Native Public]
    void OnUsingBlackBoard(UBlackboardComponent* BlackboardComp, UBlackboardData* BlackboardAsset); // 0x274f500 [Event Protected]
    void OnGameplayTaskResourcesClaimed(const FGameplayResourceSet& NewlyClaimed, const FGameplayResourceSet& FreshlyReleased); // 0x4902f00 [Native Public]
    uint8 MoveToLocation(const FVector& Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf<UNavigationQueryFilter> FilterClass, bool bAllowPartialPath); // 0x4903e60 [Final Native Public]
    uint8 MoveToActor(AActor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf<UNavigationQueryFilter> FilterClass, bool bAllowPartialPath); // 0x4904440 [Final Native Public]
    void K2_SetFocus(AActor* NewFocus); // 0x49030c0 [Final Native Public]
    void K2_SetFocalPoint(const FVector& FP); // 0x49031a0 [Final Native Public]
    void K2_ClearFocus(); // 0x4903060 [Final Native Public]
    bool HasPartialPath(); // 0x4903dd0 [Final Native Public]
    UPathFollowingComponent* GetPathFollowingComponent(); // 0x2377880 [Final Native Public]
    uint8 GetMoveStatus(); // 0x4903e20 [Final Native Public]
    FVector GetImmediateMoveDestination(); // 0x4903d60 [Final Native Public]
    AActor* GetFocusActor(); // 0x4903090 [Final Native Public]
    FVector GetFocalPointOnActor(AActor* Actor); // 0x4903290 [Native Public]
    FVector GetFocalPoint(); // 0x4903390 [Final Native Public]
    UAIPerceptionComponent* GetAIPerceptionComponent(); // 0x4902ee0 [Final Native Public]
    void ClaimTaskResource(TSubclassOf<UGameplayTaskResource> ResourceClass); // 0x49035c0 [Final Native Public]

// UAIPerceptionSystem (/Script/AIModule.AIPerceptionSystem)
    void ReportPerceptionEvent(UObject* WorldContextObject, UAISenseEvent* PerceptionEvent); // 0x4907cb0 [Final Native Static Public]
    void ReportEvent(UAISenseEvent* PerceptionEvent); // 0x4907ef0 [Final Native Public]
    bool RegisterPerceptionStimuliSource(UObject* WorldContextObject, TSubclassOf<UAISense> Sense, AActor* Target); // 0x4907a40 [Final Native Static Public]
    void OnPerceptionStimuliSourceEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x49076a0 [Final Native Protected]
    TSubclassOf<UAISense> GetSenseClassForStimulus(UObject* WorldContextObject, FAIStimulus& Stimulus); // 0x4907800 [Final Native Static Public]

// UAISense_Hearing (/Script/AIModule.AISense_Hearing)
    void ReportNoiseEvent(UObject* WorldContextObject, const FVector& NoiseLocation, float Loudness, AActor* Instigator, float MaxRange, const FName& Tag); // 0x4909320 [Final Native Static Public]

// UAITask_RunEQS (/Script/AIModule.AITask_RunEQS)
    UAITask_RunEQS* RunEQS(AAIController* Controller, UEnvQuery* QueryTemplate); // 0x490b610 [Final Native Static Public]

// UPathFollowingComponent (/Script/AIModule.PathFollowingComponent)
    void OnNavDataRegistered(ANavigationData* NavData); // 0x49233b0 [Final Native Protected]
    void OnActorBump(AActor* SelfActor, AActor* OtherActor, const FVector& NormalImpulse, FHitResult& Hit); // 0x4923630 [Native Public]
    FVector GetPathDestination(); // 0x49234f0 [Final Native Public]
    uint8 GetPathActionType(); // 0x4923590 [Final Native Public]

// UAIAsyncTaskBlueprintProxy (/Script/AIModule.AIAsyncTaskBlueprintProxy)
    void OnMoveCompleted(const FAIRequestID& RequestID, uint8 MovementResult); // 0x49005e0 [Final Native Public]

// UAIBlueprintHelperLibrary (/Script/AIModule.AIBlueprintHelperLibrary)
    void UnlockAIResourcesWithAnimation(UAnimInstance* AnimInstance, bool bUnlockMovement, bool UnlockAILogic); // 0x4901660 [Final Native Static Public]
    APawn* SpawnAIFromClass(UObject* WorldContextObject, TSubclassOf<APawn> PawnClass, UBehaviorTree* BehaviorTree, const FVector& Location, const FRotator& Rotation, bool bNoCollisionFail, AActor* Owner); // 0x4901dc0 [Final Native Static Public]
    void SimpleMoveToLocation(AController* Controller, const FVector& Goal); // 0x4900a60 [Final Native Static Public]
    void SimpleMoveToActor(AController* Controller, AActor* Goal); // 0x4900ba0 [Final Native Static Public]
    void SendAIMessage(APawn* Target, const FName& Message, UObject* MessageSource, bool bSuccess); // 0x4902360 [Final Native Static Public]
    void LockAIResourcesWithAnimation(UAnimInstance* AnimInstance, bool bLockMovement, bool LockAILogic); // 0x49018d0 [Final Native Static Public]
    bool IsValidAIRotation(const FRotator& Rotation); // 0x49012f0 [Final Native Static Public]
    bool IsValidAILocation(const FVector& Location); // 0x4901530 [Final Native Static Public]
    bool IsValidAIDirection(const FVector& DirectionVector); // 0x49013f0 [Final Native Static Public]
    int32 GetNextNavLinkIndex(AController* Controller); // 0x4900cf0 [Final Native Static Public]
    TArray<void> GetCurrentPathPoints(AController* Controller); // 0x4901030 [Final Native Static Public]
    int32 GetCurrentPathIndex(AController* Controller); // 0x4900ef0 [Final Native Static Public]
    UNavigationPath* GetCurrentPath(AController* Controller); // 0x4901120 [Final Native Static Public]
    UBlackboardComponent* GetBlackboard(AActor* Target); // 0x4901b40 [Final Native Static Public]
    AAIController* GetAIController(AActor* ControlledActor); // 0x4901c90 [Final Native Static Public]
    UAIAsyncTaskBlueprintProxy* CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, const FVector& Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap); // 0x49026f0 [Final Native Static Public]

// UAIPerceptionComponent (/Script/AIModule.AIPerceptionComponent)
    void SetSenseEnabled(TSubclassOf<UAISense> SenseClass, bool bEnable); // 0x4905860 [Final Native Public]
    void RequestStimuliListenerUpdate(); // 0x49063d0 [Final Native Public]
    void OnOwnerEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x49063f0 [Final Native Public]
    void GetPerceivedHostileActorsBySense(TSubclassOf<UAISense> SenseToUse, const TArray<void>& OutActors); // 0x4906140 [Final Native Public]
    void GetPerceivedHostileActors(const TArray<void>& OutActors); // 0x49062b0 [Final Native Public]
    void GetPerceivedActors(TSubclassOf<UAISense> SenseToUse, const TArray<void>& OutActors); // 0x4905e60 [Final Native Public]
    void GetKnownPerceivedActors(TSubclassOf<UAISense> SenseToUse, const TArray<void>& OutActors); // 0x4905fd0 [Final Native Public]
    void GetCurrentlyPerceivedActors(TSubclassOf<UAISense> SenseToUse, const TArray<void>& OutActors); // 0x4905e60 [Final Native Public]
    bool GetActorsPerception(AActor* Actor, FActorPerceptionBlueprintInfo& Info); // 0x4905b00 [Final Native Public]
    void ForgetAll(); // 0x49063b0 [Final Native Public]

// UAIPerceptionStimuliSourceComponent (/Script/AIModule.AIPerceptionStimuliSourceComponent)
    void UnregisterFromSense(TSubclassOf<UAISense> SenseClass); // 0x49067e0 [Final Native Public]
    void UnregisterFromPerceptionSystem(); // 0x4906a50 [Final Native Public]
    void RegisterWithPerceptionSystem(); // 0x4906ca0 [Final Native Public]
    void RegisterForSense(TSubclassOf<UAISense> SenseClass); // 0x4906a70 [Final Native Public]

// UAISense_Blueprint (/Script/AIModule.AISense_Blueprint)
    float OnUpdate(const TArray<float>& EventsToProcess); // 0x274f500 [Event Public]
    void OnListenerUpdated(AActor* ActorListener, UAIPerceptionComponent* PerceptionComponent); // 0x274f500 [Event Public]
    void OnListenerUnregistered(AActor* ActorListener, UAIPerceptionComponent* PerceptionComponent); // 0x274f500 [Event Public]
    void OnListenerRegistered(AActor* ActorListener, UAIPerceptionComponent* PerceptionComponent); // 0x274f500 [Event Public]
    void K2_OnNewPawn(APawn* NewPawn); // 0x274f500 [Event Public]
    void GetAllListenerComponents(const TArray<void>& ListenerComponents); // 0x49085a0 [Final Native Public]
    void GetAllListenerActors(const TArray<void>& ListenerActors); // 0x49086e0 [Final Native Public]

// UAISense_Damage (/Script/AIModule.AISense_Damage)
    void ReportDamageEvent(UObject* WorldContextObject, AActor* DamagedActor, AActor* Instigator, float DamageAmount, const FVector& EventLocation, const FVector& HitLocation, const FName& Tag); // 0x4908ae0 [Final Native Static Public]

// UAISense_Prediction (/Script/AIModule.AISense_Prediction)
    void RequestPawnPredictionEvent(APawn* Requestor, AActor* PredictedActor, float PredictionTime); // 0x4909960 [Final Native Static Public]
    void RequestControllerPredictionEvent(AAIController* Requestor, AActor* PredictedActor, float PredictionTime); // 0x4909bd0 [Final Native Static Public]

// UAISystem (/Script/AIModule.AISystem)
    void AILoggingVerbose(); // 0x36115f0 [Native Public]
    void AIIgnorePlayers(); // 0x45b1800 [Native Public]

// UAITask_MoveTo (/Script/AIModule.AITask_MoveTo)
    UAITask_MoveTo* AIMoveTo(AAIController* Controller, const FVector& GoalLocation, AActor* GoalActor, float AcceptanceRadius, uint8 StopOnOverlap, uint8 AcceptPartialPath, bool bUsePathfinding, bool bLockAILogic, bool bUseContinuosGoalTracking, uint8 ProjectGoalOnNavigation); // 0x490ad90 [Final Native Static Public]

// UBrainComponent (/Script/AIModule.BrainComponent)
    void StopLogic(const FString& Reason); // 0x49106a0 [Native Public]
    void StartLogic(); // 0x45affb0 [Native Public]
    void RestartLogic(); // 0x45aff90 [Native Public]
    bool IsRunning(); // 0x4910670 [Native Public]
    bool IsPaused(); // 0x4910640 [Native Public]

// UBehaviorTreeComponent (/Script/AIModule.BehaviorTreeComponent)
    void SetDynamicSubtree(const FGameplayTag& InjectTag, UBehaviorTree* BehaviorAsset); // 0x490cfd0 [Native Public]
    float GetTagCooldownEndTime(const FGameplayTag& CooldownTag); // 0x490d320 [Final Native Public]
    void AddCooldownTagDuration(const FGameplayTag& CooldownTag, float CooldownDuration, bool bAddToExistingDuration); // 0x490d130 [Final Native Public]

// IBlackboardAssetProvider (/Script/AIModule.BlackboardAssetProvider)
    UBlackboardData* GetBlackboardAsset(); // 0x235fb80 [Native Public]

// UBlackboardComponent (/Script/AIModule.BlackboardComponent)
    void SetValueAsVector(const FName& KeyName, const FVector& VectorValue); // 0x490e150 [Final Native Public]
    void SetValueAsString(const FName& KeyName, const FString& StringValue); // 0x490e4a0 [Final Native Public]
    void SetValueAsRotator(const FName& KeyName, const FRotator& VectorValue); // 0x490df80 [Final Native Public]
    void SetValueAsObject(const FName& KeyName, UObject* ObjectValue); // 0x490eeb0 [Final Native Public]
    void SetValueAsName(const FName& KeyName, const FName& NameValue); // 0x490e2d0 [Final Native Public]
    void SetValueAsInt(const FName& KeyName, int32 IntValue); // 0x490e9e0 [Final Native Public]
    void SetValueAsFloat(const FName& KeyName, float FloatValue); // 0x490e860 [Final Native Public]
    void SetValueAsEnum(const FName& KeyName, uint8 EnumValue); // 0x490eb60 [Final Native Public]
    void SetValueAsClass(const FName& KeyName, TSubclassOf<UObject> ClassValue); // 0x490ece0 [Final Native Public]
    void SetValueAsBool(const FName& KeyName, bool BoolValue); // 0x490e6e0 [Final Native Public]
    bool IsVectorValueSet(const FName& KeyName); // 0x490de90 [Final Native Public]
    FVector GetValueAsVector(const FName& KeyName); // 0x490f190 [Final Native Public]
    FString GetValueAsString(const FName& KeyName); // 0x490f3e0 [Final Native Public]
    FRotator GetValueAsRotator(const FName& KeyName); // 0x490f030 [Final Native Public]
    UObject* GetValueAsObject(const FName& KeyName); // 0x490fa20 [Final Native Public]
    FName GetValueAsName(const FName& KeyName); // 0x490f2f0 [Final Native Public]
    int32 GetValueAsInt(const FName& KeyName); // 0x490f750 [Final Native Public]
    float GetValueAsFloat(const FName& KeyName); // 0x490f660 [Final Native Public]
    uint8 GetValueAsEnum(const FName& KeyName); // 0x490f840 [Final Native Public]
    TSubclassOf<UObject> GetValueAsClass(const FName& KeyName); // 0x490f930 [Final Native Public]
    bool GetValueAsBool(const FName& KeyName); // 0x490f570 [Final Native Public]
    bool GetRotationFromEntry(const FName& KeyName, const FRotator& ResultRotation); // 0x490dad0 [Final Native Public]
    bool GetLocationFromEntry(const FName& KeyName, const FVector& ResultLocation); // 0x490dcb0 [Final Native Public]
    void ClearValue(const FName& KeyName); // 0x490d9f0 [Final Native Public]

// UBTDecorator_BlueprintBase (/Script/AIModule.BTDecorator_BlueprintBase)
    void ReceiveTickAI(AAIController* OwnerController, APawn* ControlledPawn, float DeltaSeconds); // 0x274f500 [Event Protected]
    void ReceiveTick(AActor* OwnerActor, float DeltaSeconds); // 0x274f500 [Event Protected]
    void ReceiveObserverDeactivatedAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveObserverDeactivated(AActor* OwnerActor); // 0x274f500 [Event Protected]
    void ReceiveObserverActivatedAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveObserverActivated(AActor* OwnerActor); // 0x274f500 [Event Protected]
    void ReceiveExecutionStartAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveExecutionStart(AActor* OwnerActor); // 0x274f500 [Event Protected]
    void ReceiveExecutionFinishAI(AAIController* OwnerController, APawn* ControlledPawn, uint8 NodeResult); // 0x274f500 [Event Protected]
    void ReceiveExecutionFinish(AActor* OwnerActor, uint8 NodeResult); // 0x274f500 [Event Protected]
    bool PerformConditionCheckAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    bool PerformConditionCheck(AActor* OwnerActor); // 0x274f500 [Event Protected]
    bool IsDecoratorObserverActive(); // 0x49112e0 [Final Native Protected]
    bool IsDecoratorExecutionActive(); // 0x4911370 [Final Native Protected]

// UBTFunctionLibrary (/Script/AIModule.BTFunctionLibrary)
    void StopUsingExternalEvent(UBTNode* NodeOwner); // 0xec5570 [Final Native Static Public]
    void StartUsingExternalEvent(UBTNode* NodeOwner, AActor* OwningActor); // 0x22a0690 [Final Native Static Public]
    void SetBlackboardValueAsVector(UBTNode* NodeOwner, FBlackboardKeySelector& Key, const FVector& Value); // 0x49135c0 [Final Native Static Public]
    void SetBlackboardValueAsString(UBTNode* NodeOwner, FBlackboardKeySelector& Key, const FString& Value); // 0x4913b70 [Final Native Static Public]
    void SetBlackboardValueAsRotator(UBTNode* NodeOwner, FBlackboardKeySelector& Key, const FRotator& Value); // 0x49132e0 [Final Native Static Public]
    void SetBlackboardValueAsObject(UBTNode* NodeOwner, FBlackboardKeySelector& Key, UObject* Value); // 0x4914cd0 [Final Native Static Public]
    void SetBlackboardValueAsName(UBTNode* NodeOwner, FBlackboardKeySelector& Key, const FName& Value); // 0x49138a0 [Final Native Static Public]
    void SetBlackboardValueAsInt(UBTNode* NodeOwner, FBlackboardKeySelector& Key, int32 Value); // 0x4914470 [Final Native Static Public]
    void SetBlackboardValueAsFloat(UBTNode* NodeOwner, FBlackboardKeySelector& Key, float Value); // 0x4914190 [Final Native Static Public]
    void SetBlackboardValueAsEnum(UBTNode* NodeOwner, FBlackboardKeySelector& Key, uint8 Value); // 0x4914730 [Final Native Static Public]
    void SetBlackboardValueAsClass(UBTNode* NodeOwner, FBlackboardKeySelector& Key, TSubclassOf<UObject> Value); // 0x4914a00 [Final Native Static Public]
    void SetBlackboardValueAsBool(UBTNode* NodeOwner, FBlackboardKeySelector& Key, bool Value); // 0x4913ec0 [Final Native Static Public]
    UBlackboardComponent* GetOwnersBlackboard(UBTNode* NodeOwner); // 0x4916890 [Final Native Static Public]
    UBehaviorTreeComponent* GetOwnerComponent(UBTNode* NodeOwner); // 0x4916760 [Final Native Static Public]
    FVector GetBlackboardValueAsVector(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4915240 [Final Native Static Public]
    FString GetBlackboardValueAsString(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x49156d0 [Final Native Static Public]
    FRotator GetBlackboardValueAsRotator(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4914fa0 [Final Native Static Public]
    UObject* GetBlackboardValueAsObject(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4916570 [Final Native Static Public]
    FName GetBlackboardValueAsName(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x49154e0 [Final Native Static Public]
    int32 GetBlackboardValueAsInt(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4915d90 [Final Native Static Public]
    float GetBlackboardValueAsFloat(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4915ba0 [Final Native Static Public]
    uint8 GetBlackboardValueAsEnum(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4915f80 [Final Native Static Public]
    TSubclassOf<UObject> GetBlackboardValueAsClass(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4916170 [Final Native Static Public]
    bool GetBlackboardValueAsBool(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x49159b0 [Final Native Static Public]
    AActor* GetBlackboardValueAsActor(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4916360 [Final Native Static Public]
    void ClearBlackboardValueAsVector(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4913110 [Final Native Static Public]
    void ClearBlackboardValue(UBTNode* NodeOwner, FBlackboardKeySelector& Key); // 0x4913110 [Final Native Static Public]

// UBTService_BlueprintBase (/Script/AIModule.BTService_BlueprintBase)
    void ReceiveTickAI(AAIController* OwnerController, APawn* ControlledPawn, float DeltaSeconds); // 0x274f500 [Event Protected]
    void ReceiveTick(AActor* OwnerActor, float DeltaSeconds); // 0x274f500 [Event Protected]
    void ReceiveSearchStartAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveSearchStart(AActor* OwnerActor); // 0x274f500 [Event Protected]
    void ReceiveDeactivationAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveDeactivation(AActor* OwnerActor); // 0x274f500 [Event Protected]
    void ReceiveActivationAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveActivation(AActor* OwnerActor); // 0x274f500 [Event Protected]
    bool IsServiceActive(); // 0x4916fe0 [Final Native Protected]

// UBTTask_BlueprintBase (/Script/AIModule.BTTask_BlueprintBase)
    void SetFinishOnMessageWithId(const FName& MessageName, int32 RequestID); // 0x4917510 [Final Native Protected]
    void SetFinishOnMessage(const FName& MessageName); // 0x49176a0 [Final Native Protected]
    void ReceiveTickAI(AAIController* OwnerController, APawn* ControlledPawn, float DeltaSeconds); // 0x274f500 [Event Protected]
    void ReceiveTick(AActor* OwnerActor, float DeltaSeconds); // 0x274f500 [Event Protected]
    void ReceiveExecuteAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveExecute(AActor* OwnerActor); // 0x274f500 [Event Protected]
    void ReceiveAbortAI(AAIController* OwnerController, APawn* ControlledPawn); // 0x274f500 [Event Protected]
    void ReceiveAbort(AActor* OwnerActor); // 0x274f500 [Event Protected]
    bool IsTaskExecuting(); // 0x4917490 [Final Native Protected]
    bool IsTaskAborting(); // 0x4917460 [Final Native Protected]
    void FinishExecute(bool bSuccess); // 0x4917850 [Final Native Protected]
    void FinishAbort(); // 0x49177b0 [Final Native Protected]

// UCrowdFollowingComponent (/Script/AIModule.CrowdFollowingComponent)
    void SuspendCrowdSteering(bool bSuspend); // 0x4919510 [Native Public]

// UEnvQueryContext_BlueprintBase (/Script/AIModule.EnvQueryContext_BlueprintBase)
    void ProvideSingleLocation(UObject* QuerierObject, AActor* QuerierActor, const FVector& ResultingLocation); // 0x274f500 [Event Public]
    void ProvideSingleActor(UObject* QuerierObject, AActor* QuerierActor, const AActor*& ResultingActor); // 0x274f500 [Event Public]
    void ProvideLocationsSet(UObject* QuerierObject, AActor* QuerierActor, const TArray<void>& ResultingLocationSet); // 0x274f500 [Event Public]
    void ProvideActorsSet(UObject* QuerierObject, AActor* QuerierActor, const TArray<void>& ResultingActorsSet); // 0x274f500 [Event Public]

// UEnvQueryGenerator_BlueprintBase (/Script/AIModule.EnvQueryGenerator_BlueprintBase)
    UObject* GetQuerier(); // 0x4919e40 [Final Native Public]
    void DoItemGeneration(const TArray<void>& ContextLocations); // 0x274f500 [Event Public]
    void AddGeneratedVector(const FVector& GeneratedVector); // 0x491a120 [Final Native Public]
    void AddGeneratedActor(AActor* GeneratedActor); // 0x4919e80 [Final Native Public]

// UEnvQueryInstanceBlueprintWrapper (/Script/AIModule.EnvQueryInstanceBlueprintWrapper)
    void SetNamedParam(const FName& ParamName, float Value); // 0x491c380 [Final Native Public]
    TArray<void> GetResultsAsLocations(); // 0x491c570 [Final Native Public]
    TArray<void> GetResultsAsActors(); // 0x491c650 [Final Native Public]
    bool GetQueryResultsAsLocations(const TArray<bool>& ResultLocations); // 0x491c7c0 [Final Native Public]
    bool GetQueryResultsAsActors(const TArray<bool>& ResultActors); // 0x491c940 [Final Native Public]
    float GetItemScore(int32 ItemIndex); // 0x491ca40 [Final Native Public]
    void EQSQueryDoneSignature__DelegateSignature(UEnvQueryInstanceBlueprintWrapper* QueryInstance, uint8 QueryStatus); // 0x274f500 [Public]

// UEnvQueryManager (/Script/AIModule.EnvQueryManager)
    UEnvQueryInstanceBlueprintWrapper* RunEQSQuery(UObject* WorldContextObject, UEnvQuery* QueryTemplate, UObject* Querier, uint8 RunMode, TSubclassOf<UEnvQueryInstanceBlueprintWrapper> WrapperClass); // 0x491cfd0 [Final Native Static Public]

// ANavLinkProxy (/Script/AIModule.NavLinkProxy)
    void SetSmartLinkEnabled(bool bEnabled); // 0x4920e80 [Final Native Public]
    void ResumePathFollowing(AActor* Agent); // 0x4920f90 [Final Native Public]
    void ReceiveSmartLinkReached(AActor* Agent, const FVector& Destination); // 0x274f500 [Event Public]
    bool IsSmartLinkEnabled(); // 0x4920f60 [Final Native Public]
    bool HasMovingAgents(); // 0x4920e40 [Final Native Public]

// UNavLocalGridManager (/Script/AIModule.NavLocalGridManager)
    bool SetLocalNavigationGridDensity(UObject* WorldContextObject, float CellSize); // 0x4922ca0 [Final Native Static Public]
    void RemoveLocalNavigationGrid(UObject* WorldContextObject, int32 GridId, bool bRebuildGrids); // 0x49214f0 [Final Native Static Public]
    bool FindLocalNavigationGridPath(UObject* WorldContextObject, const FVector& Start, const FVector& End, const TArray<bool>& PathPoints); // 0x4921240 [Final Native Static Public]
    int32 AddLocalNavigationGridForPoints(UObject* WorldContextObject, const TArray<int32>& Locations, int32 Radius2D, float Height, bool bRebuildGrids); // 0x49223f0 [Final Native Static Public]
    int32 AddLocalNavigationGridForPoint(UObject* WorldContextObject, const FVector& Location, int32 Radius2D, float Height, bool bRebuildGrids); // 0x49228d0 [Final Native Static Public]
    int32 AddLocalNavigationGridForCapsule(UObject* WorldContextObject, const FVector& Location, float CapsuleRadius, float CapsuleHalfHeight, int32 Radius2D, float Height, bool bRebuildGrids); // 0x4921720 [Final Native Static Public]
    int32 AddLocalNavigationGridForBox(UObject* WorldContextObject, const FVector& Location, const FVector& Extent, const FRotator& Rotation, int32 Radius2D, float Height, bool bRebuildGrids); // 0x4921cd0 [Final Native Static Public]

// UPawnAction (/Script/AIModule.PawnAction)
    uint8 GetActionPriority(); // 0x4560cb0 [Final Native Public]
    void Finish(uint8 WithResult); // 0x4923cd0 [Native Protected]
    UPawnAction* CreateActionInstance(UObject* WorldContextObject, TSubclassOf<UPawnAction> ActionClass); // 0x4923da0 [Final Native Static Public]

// UPawnAction_BlueprintBase (/Script/AIModule.PawnAction_BlueprintBase)
    void ActionTick(APawn* ControlledPawn, float DeltaSeconds); // 0x274f500 [Event Public]
    void ActionStart(APawn* ControlledPawn); // 0x274f500 [Event Public]
    void ActionResume(APawn* ControlledPawn); // 0x274f500 [Event Public]
    void ActionPause(APawn* ControlledPawn); // 0x274f500 [Event Public]
    void ActionFinished(APawn* ControlledPawn, uint8 WithResult); // 0x274f500 [Event Public]

// UPawnActionsComponent (/Script/AIModule.PawnActionsComponent)
    bool K2_PushAction(UPawnAction* NewAction, uint8 Priority, UObject* Instigator); // 0x49247b0 [Final Native Public]
    bool K2_PerformAction(APawn* Pawn, UPawnAction* Action, uint8 Priority); // 0x49249b0 [Final Native Static Public]
    uint8 K2_ForceAbortAction(UPawnAction* ActionToAbort); // 0x4924570 [Final Native Public]
    uint8 K2_AbortAction(UPawnAction* ActionToAbort); // 0x49246b0 [Final Native Public]

// UPawnSensingComponent (/Script/AIModule.PawnSensingComponent)
    void SetSensingUpdatesEnabled(bool bEnabled); // 0x4924f10 [Native Public]
    void SetSensingInterval(float NewSensingInterval); // 0x4924ff0 [Native Public]
    void SetPeripheralVisionAngle(float NewPeripheralVisionAngle); // 0x4924e40 [Native Public]
    void SeePawnDelegate__DelegateSignature(APawn* Pawn); // 0x274f500 [Public]
    void HearNoiseDelegate__DelegateSignature(APawn* Instigator, const FVector& Location, float Volume); // 0x274f500 [Public]
    float GetPeripheralVisionCosine(); // 0x4924e20 [Final Native Public]
    float GetPeripheralVisionAngle(); // 0x3bc4300 [Final Native Public]

// ULayersBlueprintLibrary (/Script/ActorLayerUtilities.LayersBlueprintLibrary)
    void RemoveActorFromLayer(AActor* InActor, FActorLayer& Layer); // 0x1644960 [Final Native Static Public]
    TArray<void> GetActors(UObject* WorldContextObject, FActorLayer& ActorLayer); // 0x1644c20 [Final Native Static Public]
    void AddActorToLayer(AActor* InActor, FActorLayer& Layer); // 0x1644ac0 [Final Native Static Public]

// IActorSignificance (/Script/AdvancedSignificance.ActorSignificance)
    TArray<void> GetSpawnableComponents(); // 0x1694e70 [Native Event Public]

// UAdvancedSignificanceUtils (/Script/AdvancedSignificance.AdvancedSignificanceUtils)
    bool TryActualizeSignificance(AActor* InActor); // 0x1695ee0 [Final Native Static Public]
    void SetOverrideMaxSignificanceLevelForSource(AActor* InActor, UObject* Source, const ESignificanceLevels& MaxLevel); // 0x1695bb0 [Final Native Static Public]
    void ResetOverrideMaxSignificanceLevelForSource(AActor* InActor, UObject* Source); // 0x16959b0 [Final Native Static Public]
    void ResetOverrideMaxSignificanceLevel(AActor* InActor); // 0x1695790 [Final Native Static Public]
    void ResetActivateThreshold(AActor* InActor, const ESignificanceLevels& InSignificanceLevel); // 0x1695220 [Final Native Static Public]
    void OverrideActivateThreshold(AActor* InActor, const ESignificanceLevels& InSignificanceLevel, float InActivateThreshold); // 0x1695480 [Final Native Static Public]
    bool GetWasRecentlyRendered(UPrimitiveComponent* PrimitiveComponent); // 0x1695070 [Final Native Static Public]
    float GetPrimitiveScreenSize(UPrimitiveComponent* InPrimitiveComponent, FTransform& InViewpoint); // 0x1696070 [Final Native Static Public]
    bool GenerateActorComponentHash(UActorComponent* InActorComponent, const FString& OutHash); // 0x1696460 [Final Native Static Public]

// USignificanceComponent (/Script/AdvancedSignificance.SignificanceComponent)
    void RegisterInManager(); // 0x1696fa0 [Final Native Protected]
    void OnSignificanceChanged(AActor* OwnerActor, const ESignificanceLevels& PreviousSignificanceLevel, const ESignificanceLevels& NewSignificanceLevel); // 0x1696fe0 [Native Protected]
    void OnSignificanceAssetLoaded(); // 0x1696fc0 [Final Native Protected]
    UDA_ActorSignificance* OnGetSignificanceTemplate(); // 0x274f500 [Event Protected]

// UAkPortalComponent (/Script/AkAudio.AkPortalComponent)
    bool PortalPlacementValid(); // 0x10a0f30 [Final Native Public]
    void OpenPortal(); // 0x10a0ff0 [Final Native Public]
    UPrimitiveComponent* GetPrimitiveParent(); // 0x10a0f60 [Final Native Public]
    AkAcousticPortalState GetCurrentState(); // 0x10a0f80 [Final Native Public]
    void ClosePortal(); // 0x10a0fa0 [Final Native Public]

// AAkAcousticPortal (/Script/AkAudio.AkAcousticPortal)
    void SetPortalObstructionAndOcclusion(float Value); // 0x10a12b0 [Final Native Public]
    void OpenPortal(); // 0x10a1250 [Final Native Public]
    AkAcousticPortalState GetCurrentState(); // 0x10a11b0 [Final Native Public]
    void ClosePortal(); // 0x10a11f0 [Final Native Public]

// AAkAmbientSound (/Script/AkAudio.AkAmbientSound)
    void StopAmbientSound(); // 0x10a1570 [Final Native Public]
    void StartAmbientSound(); // 0x10a15c0 [Final Native Public]

// UAkAndroidInitializationSettings (/Script/AkAudio.AkAndroidInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkAudioBank (/Script/AkAudio.AkAudioBank)
    void UnloadThisBank(); // 0x10a21b0 [Final Native Public]
    void LoadThisBank(); // 0x10a2240 [Final Native Public]
    void GenerateNewID(); // 0xf824b0 [Final Native Public]

// UAkAudioEvent (/Script/AkAudio.AkAudioEvent)
    void UnloadAssociatedBank(); // 0x10a2760 [Final Native Public]
    void SetBank(UAkAudioBank* Bank); // 0x10a2460 [Final Native Public]
    void LoadAssociatedBank(); // 0x10a2830 [Final Native Public]
    float GetMinimumDuration(); // 0x10a25e0 [Final Native Public]
    float GetMaximumDuration(); // 0x10a2560 [Final Native Public]
    float GetMaxAttenuationRadius(); // 0x10a26e0 [Final Native Public]
    bool GetIsInfinite(); // 0x10a2660 [Final Native Public]
    UAkAudioBank* GetBank(); // 0x10a2540 [Final Native Public]

// UAkGameObject (/Script/AkAudio.AkGameObject)
    void Stop(); // 0x10a7750 [Native Public]
    void SetRTPCValue(UAkRtpc* RTPCValue, float Value, int32 InterpolationTimeMs, const FString& RTPC); // 0x10a7450 [Final Native Public]
    void PostAssociatedAkEventAsync(UObject* WorldContextObject, int32 CallbackMask, const FScriptDelegate& PostEventCallback, const TArray<FLatentActionInfo>& ExternalSources, const FLatentActionInfo& LatentInfo, const int32& PlayingID); // 0x10a7f60 [Native Public]
    int32 PostAssociatedAkEvent(int32 CallbackMask, const FScriptDelegate& PostEventCallback, const TArray<int32>& ExternalSources); // 0x10a8350 [Native Public]
    void PostAkEventAsync(UObject* WorldContextObject, UAkAudioEvent* AkEvent, const int32& PlayingID, int32 CallbackMask, const FScriptDelegate& PostEventCallback, const TArray<FLatentActionInfo>& ExternalSources, const FLatentActionInfo& LatentInfo); // 0x10a7770 [Native Public]
    int32 PostAkEvent(UAkAudioEvent* AkEvent, int32 CallbackMask, const FScriptDelegate& PostEventCallback, const TArray<FString>& ExternalSources, const FString& in_EventName); // 0x10a7bf0 [Native Public]
    void GetRTPCValue(UAkRtpc* RTPCValue, const ERTPCValueType& InputValueType, const float& Value, const ERTPCValueType& OutputValueType, const FString& RTPC, int32 PlayingID); // 0x10a7040 [Final Native Public]

// UAkComponent (/Script/AkAudio.AkComponent)
    void UseReverbVolumes(bool inUseReverbVolumes); // 0x10a43d0 [Final Native Public]
    void UseEarlyReflections(UAkAuxBus* AuxBus, int32 Order, float BusSendGain, float MaxPathLength, bool SpotReflectors, const FString& AuxBusName); // 0x10a4070 [Final Native Public]
    void SetSwitch(UAkSwitchValue* SwitchValue, const FString& SwitchGroup, const FString& SwitchState); // 0x10a4680 [Final Native Public]
    void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed); // 0x10a45a0 [Final Native Public]
    void SetOutputBusVolume(float BusVolume); // 0x10a3d30 [Final Native Public]
    void SetListeners(const TArray<void>& Listeners); // 0x10a44b0 [Final Native Public]
    void SetGameObjectRadius(float in_outerRadius, float in_innerRadius); // 0x10a55f0 [Final Native Public]
    void SetEarlyReflectionsVolume(float SendVolume); // 0x10a3e00 [Final Native Public]
    void SetEarlyReflectionsAuxBus(const FString& AuxBusName); // 0x10a3f00 [Final Native Public]
    void SetAttenuationScalingFactor(float Value); // 0x10a3c40 [Final Native Public]
    void PostTrigger(UAkTrigger* TriggerValue, const FString& Trigger); // 0x10a48d0 [Final Native Public]
    void PostAssociatedAkEventAndWaitForEndAsync(const int32& PlayingID, const TArray<FLatentActionInfo>& ExternalSources, const FLatentActionInfo& LatentInfo); // 0x10a5150 [Final Native Public]
    int32 PostAssociatedAkEventAndWaitForEnd(const TArray<FLatentActionInfo>& ExternalSources, const FLatentActionInfo& LatentInfo); // 0x10a53e0 [Final Native Public]
    int32 PostAkEventByName(const FString& in_EventName); // 0x10a4a80 [Final Native Public]
    void PostAkEventAndWaitForEndAsync(UAkAudioEvent* AkEvent, const int32& PlayingID, const TArray<FLatentActionInfo>& ExternalSources, const FLatentActionInfo& LatentInfo); // 0x10a4b80 [Final Native Public]
    int32 PostAkEventAndWaitForEnd(UAkAudioEvent* AkEvent, const FString& in_EventName, const TArray<FLatentActionInfo>& ExternalSources, const FLatentActionInfo& LatentInfo); // 0x10a4e60 [Final Native Public]
    float GetAttenuationRadius(); // 0x10a3c00 [Native Public]

// UAkAudioInputComponent (/Script/AkAudio.AkAudioInputComponent)
    int32 PostAssociatedAudioInputEvent(); // 0x10a2c20 [Native Public]

// UAkCheckBox (/Script/AkAudio.AkCheckBox)
    void SetIsChecked(bool InIsChecked); // 0x10a3730 [Final Native Public]
    void SetCheckedState(const ECheckBoxState& InCheckedState); // 0x10a3660 [Final Native Public]
    void SetAkItemId(const FGuid& ItemId); // 0x10a3570 [Final Native Public]
    void SetAkBoolProperty(const FString& ItemProperty); // 0x10a33c0 [Final Native Public]
    bool IsPressed(); // 0x10a38b0 [Final Native Public]
    bool IsChecked(); // 0x10a3860 [Final Native Public]
    ECheckBoxState GetCheckedState(); // 0x10a3810 [Final Native Public]
    FString GetAkProperty(); // 0x10a3300 [Final Native Public]
    FGuid GetAkItemId(); // 0x10a3510 [Final Native Public]

// UAkGameplayStatics (/Script/AkAudio.AkGameplayStatics)
    void UseReverbVolumes(bool inUseReverbVolumes, AActor* Actor); // 0x10ac430 [Final Native Static Public]
    void UseEarlyReflections(AActor* Actor, UAkAuxBus* AuxBus, int32 Order, float BusSendGain, float MaxPathLength, bool SpotReflectors, const FString& AuxBusName); // 0x10ac060 [Final Native Static Public]
    void UnloadBankByName(const FString& BankName); // 0x10a9750 [Final Native Static Public]
    void UnloadBankAsync(UAkAudioBank* Bank, const FScriptDelegate& BankUnloadedCallback); // 0x10a9840 [Final Native Static Public]
    void UnloadBank(UAkAudioBank* Bank, const FString& BankName, const FLatentActionInfo& LatentInfo, UObject* WorldContextObject); // 0x10a99b0 [Final Native Static Public]
    void StopProfilerCapture(); // 0x10a92a0 [Final Native Static Public]
    void StopOutputCapture(); // 0x10a9450 [Final Native Static Public]
    void StopAllAmbientSounds(UObject* WorldContextObject); // 0x10aa540 [Final Native Static Public]
    void StopAll(); // 0x10aa7f0 [Final Native Static Public]
    void StopActor(AActor* Actor); // 0x10aa830 [Final Native Static Public]
    void StartStreamInfo(); // 0x10b3240 [Final Native Static Public]
    void StartProfilerCapture(const FString& Filename); // 0x10a92e0 [Final Native Static Public]
    void StartOutputCapture(const FString& Filename); // 0x10a9670 [Final Native Static Public]
    void StartAllAmbientSounds(UObject* WorldContextObject); // 0x10aa610 [Final Native Static Public]
    UAkComponent* SpawnAkComponentAtLocation(UObject* WorldContextObject, UAkAudioEvent* AkEvent, const FVector& Location, const FRotator& Orientation, bool AutoPost, const FString& EventName, bool AutoDestroy); // 0x10af0e0 [Final Native Static Public]
    void SetSwitch(UAkSwitchValue* SwitchValue, AActor* Actor, const FName& SwitchGroup, const FName& SwitchState); // 0x10ad850 [Final Native Static Public]
    void SetState(UAkStateValue* StateValue, const FName& StateGroup, const FName& State); // 0x10ae140 [Final Native Static Public]
    void SetSpeakerAngles(const TArray<float>& SpeakerAngles, float HeightAngle, const FString& DeviceShareset); // 0x10aaae0 [Final Native Static Public]
    void SetRTPCValue(UAkRtpc* RTPCValue, float Value, int32 InterpolationTimeMs, AActor* Actor, const FName& RTPC); // 0x10aebf0 [Final Native Static Public]
    void SetReflectionsOrder(int32 Order, bool RefreshPaths); // 0x10abed0 [Final Native Static Public]
    void SetPortalToPortalObstruction(UAkPortalComponent* PortalComponent0, UAkPortalComponent* PortalComponent1, float ObstructionValue); // 0x10ab7d0 [Final Native Static Public]
    void SetPortalObstructionAndOcclusion(UAkPortalComponent* PortalComponent, float ObstructionValue, float OcclusionValue); // 0x10abc50 [Final Native Static Public]
    void SetPanningRule(const PanningRule& PanRule, const FString& DeviceShareset); // 0x10ab120 [Final Native Static Public]
    void SetOutputBusVolume(float BusVolume, AActor* Actor); // 0x10ab630 [Final Native Static Public]
    void SetOcclusionScalingFactor(float ScalingFactor); // 0x10a91d0 [Final Native Static Public]
    void SetOcclusionRefreshInterval(float RefreshInterval, AActor* Actor); // 0x10aa940 [Final Native Static Public]
    void SetMultiplePositions(UAkComponent* GameObjectAkComponent, const TArray<AkMultiPositionType>& Positions, const AkMultiPositionType& MultiPositionType); // 0x10ad2e0 [Final Native Static Public]
    void SetMultipleChannelMaskEmitterPositions(UAkComponent* GameObjectAkComponent, const TArray<TArray<AkMultiPositionType>>& ChannelMasks, const TArray<AkMultiPositionType>& Positions, const AkMultiPositionType& MultiPositionType); // 0x10ac5c0 [Final Native Static Public]
    void SetMultipleChannelEmitterPositions(UAkComponent* GameObjectAkComponent, const TArray<TArray<AkMultiPositionType>>& ChannelMasks, const TArray<AkMultiPositionType>& Positions, const AkMultiPositionType& MultiPositionType); // 0x10acc60 [Final Native Static Public]
    void SetGameObjectToPortalObstruction(UAkComponent* GameObjectAkComponent, UAkPortalComponent* PortalComponent, float ObstructionValue); // 0x10aba10 [Final Native Static Public]
    void SetCurrentAudioCultureAsync(const FString& AudioCulture, const FScriptDelegate& Completed); // 0x10a8b90 [Final Native Static Public]
    void SetCurrentAudioCulture(const FString& AudioCulture, const FLatentActionInfo& LatentInfo, UObject* WorldContextObject); // 0x10a8d00 [Final Native Static Public]
    void SetBusConfig(const FString& BusName, const AkChannelConfiguration& ChannelConfiguration); // 0x10ab490 [Final Native Static Public]
    void ResetRTPCValue(UAkRtpc* RTPCValue, int32 InterpolationTimeMs, AActor* Actor, const FName& RTPC); // 0x10ae320 [Final Native Static Public]
    void ReplaceMainOutput(FAkOutputSettings& MainOutputSettings); // 0x10aafe0 [Final Native Static Public]
    void RegisterResourceMonitorCallback(); // 0x10b28f0 [Final Native Static Public]
    void PostTrigger(UAkTrigger* TriggerValue, AActor* Actor, const FName& Trigger); // 0x10add70 [Final Native Static Public]
    void PostEventByName(const FString& EventName, AActor* Actor, bool bStopWhenAttachedToDestroyed); // 0x10b06c0 [Final Native Static Public]
    int32 PostEventAttached(UAkAudioEvent* AkEvent, AActor* Actor, const FName& AttachPointName, bool bStopWhenAttachedToDestroyed, const FString& EventName); // 0x10b1640 [Final Native Static Public]
    void PostEventAtLocationByName(const FString& EventName, const FVector& Location, const FRotator& Orientation, UObject* WorldContextObject); // 0x10b00e0 [Final Native Static Public]
    int32 PostEventAtLocation(UAkAudioEvent* AkEvent, const FVector& Location, const FRotator& Orientation, const FString& EventName, UObject* WorldContextObject); // 0x10b0390 [Final Native Static Public]
    int32 PostEvent(UAkAudioEvent* AkEvent, AActor* Actor, int32 CallbackMask, const FScriptDelegate& PostEventCallback, const TArray<bool>& ExternalSources, bool bStopWhenAttachedToDestroyed, const FString& EventName); // 0x10b1180 [Final Native Static Public]
    void PostAndWaitForEndOfEventAsync(UAkAudioEvent* AkEvent, AActor* Actor, const int32& PlayingID, bool bStopWhenAttachedToDestroyed, const TArray<FLatentActionInfo>& ExternalSources, const FLatentActionInfo& LatentInfo); // 0x10b0970 [Final Native Static Public]
    int32 PostAndWaitForEndOfEvent(UAkAudioEvent* AkEvent, AActor* Actor, bool bStopWhenAttachedToDestroyed, const TArray<FString>& ExternalSources, const FString& EventName, const FLatentActionInfo& LatentInfo); // 0x10b0d50 [Final Native Static Public]
    void LoadInitBank(); // 0x10a9d30 [Final Native Static Public]
    void LoadBanks(const TArray<bool>& SoundBanks, bool SynchronizeSoundBanks); // 0x10a9d80 [Final Native Static Public]
    void LoadBankByName(const FString& BankName); // 0x10a9f10 [Final Native Static Public]
    void LoadBankAsync(UAkAudioBank* Bank, const FScriptDelegate& BankLoadedCallback); // 0x10aa000 [Final Native Static Public]
    void LoadBank(UAkAudioBank* Bank, const FString& BankName, const FLatentActionInfo& LatentInfo, UObject* WorldContextObject); // 0x10aa170 [Final Native Static Public]
    bool IsGame(UObject* WorldContextObject); // 0x10b1d50 [Final Native Static Public]
    bool IsEditor(); // 0x10b1e60 [Final Native Static Public]
    int32 GetStreamMgrNumStreams(int32 DeviceNum); // 0x10b30e0 [Final Native Static Public]
    int32 GetStreamMgrNumDevices(); // 0x10b31f0 [Final Native Static Public]
    void GetStreamData(int32 DeviceNum, int32 StreamIndex, FAkStreamData& Out_StreamData, FAkStreamRecord& Out_StreamRecord); // 0x10b2e40 [Final Native Static Public]
    int32 GetStateValue(const FString& StateGroupName); // 0x10b22e0 [Final Native Static Public]
    FAkSpeakerVolumeMatrixCallbackInfo GetSpeakerVolumeMatrixCallbackInfo(); // 0x10b23f0 [Final Native Static Public]
    void GetSpeakerAngles(const TArray<float>& SpeakerAngles, const float& HeightAngle, const FString& DeviceShareset); // 0x10aad50 [Final Native Static Public]
    void GetRTPCValue(UAkRtpc* RTPCValue, int32 PlayingID, const ERTPCValueType& InputValueType, const float& Value, const ERTPCValueType& OutputValueType, AActor* Actor, const FName& RTPC); // 0x10ae6c0 [Final Native Static Public]
    FAkResourceMonitorDataSummary GetResourceMonitorData(); // 0x10b2890 [Final Native Static Public]
    void GetPanningRule(const PanningRule& PanRule, const FString& DeviceShareset); // 0x10ab2d0 [Final Native Static Public]
    FAkOutputDeviceMeteringCallbackInfo GetOutputDeviceMeteringCallbackInfo(); // 0x10b2450 [Final Native Static Public]
    float GetOcclusionScalingFactor(); // 0x10a91a0 [Final Native Static Public]
    TSet<UAkAudioBank*> GetLoadedBanksList(); // 0x10b24a0 [Final Native Static Public]
    int32 GetIDFromString(const FString& inString); // 0x10b2190 [Final Native Static Public]
    int32 GetEventPlayingPosition(int32 PlayingID); // 0x10b33b0 [Final Native Static Public]
    void GetDeviceData(int32 DeviceNum, FAkDeviceData& Out_DeviceData); // 0x10b2bf0 [Final Native Static Public]
    FString GetCurrentAudioCulture(); // 0x10a9080 [Final Native Static Public]
    TArray<void> GetAvailableAudioCultures(); // 0x10a8f20 [Final Native Static Public]
    void GetAkMemoryGlobalStats(FAkMemoryGlobalStats& MemoryGlobalStats); // 0x10b2ae0 [Final Native Static Public]
    void GetAkMemoryCategoryStats(const EAkMemID& MemID, FAkMemoryCategoryStats& MemoryCategoryStats); // 0x10b2930 [Final Native Static Public]
    UObject* GetAkMediaAssetUserData(UAkMediaAsset* Instance, TSubclassOf<UObject> Type); // 0x10a8810 [Final Native Static Public]
    UAkComponent* GetAkComponent(USceneComponent* AttachToComponent, const bool& ComponentCreated, const FName& AttachPointName, const FVector& Location, uint8 LocationType); // 0x10b1e80 [Final Native Static Public]
    UObject* GetAkAudioTypeUserData(UAkAudioType* Instance, TSubclassOf<UObject> Type); // 0x10a89d0 [Final Native Static Public]
    void ExecuteActionOnPlayingID(const AkActionOnEventType& ActionType, int32 PlayingID, int32 TransitionDuration, const EAkCurveInterpolation& FadeCurve); // 0x10af920 [Final Native Static Public]
    void ExecuteActionOnEvent(UAkAudioEvent* AkEvent, const AkActionOnEventType& ActionType, AActor* Actor, int32 TransitionDuration, const EAkCurveInterpolation& FadeCurve, int32 PlayingID); // 0x10afba0 [Final Native Static Public]
    void ClearBanks(); // 0x10aa4f0 [Final Native Static Public]
    void CancelEventCallback(const FScriptDelegate& PostEventCallback); // 0x10aa6e0 [Final Native Static Public]
    void AddOutputCaptureMarker(const FString& MarkerText); // 0x10a9490 [Final Native Static Public]

// UAkMIDIEventCallbackInfo (/Script/AkAudio.AkMIDIEventCallbackInfo)
    EAkMidiEventType GetType(); // 0x10b73e0 [Final Native Public]
    bool GetProgramChange(FAkMidiProgramChange& AsProgramChange); // 0x10b69d0 [Final Native Public]
    bool GetPitchBend(FAkMidiPitchBend& AsPitchBend); // 0x10b6d90 [Final Native Public]
    bool GetNoteOn(FAkMidiNoteOnOff& AsNoteOn); // 0x10b7160 [Final Native Public]
    bool GetNoteOff(FAkMidiNoteOnOff& AsNoteOff); // 0x10b7020 [Final Native Public]
    bool GetNoteAftertouch(FAkMidiNoteAftertouch& AsNoteAftertouch); // 0x10b6c50 [Final Native Public]
    bool GetGeneric(FAkMidiGeneric& AsGeneric); // 0x10b72a0 [Final Native Public]
    bool GetChannelAftertouch(FAkMidiChannelAftertouch& AsChannelAftertouch); // 0x10b6b10 [Final Native Public]
    uint8 GetChannel(); // 0x10b73c0 [Final Native Public]
    bool GetCc(FAkMidiCc& AsCc); // 0x10b6ee0 [Final Native Public]

// UAkGeometryComponent (/Script/AkAudio.AkGeometryComponent)
    void UpdateGeometry(); // 0x10b8270 [Final Native Public]
    void SendGeometry(); // 0x10b8250 [Final Native Public]
    void RemoveGeometry(); // 0x10b82a0 [Final Native Public]
    void ConvertMesh(); // 0x10b82c0 [Final Native Public]

// UAkHololensInitializationSettings (/Script/AkAudio.AkHololensInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkItemBoolPropertiesConv (/Script/AkAudio.AkItemBoolPropertiesConv)
    FText Conv_FAkBoolPropertyToControlToText(FAkBoolPropertyToControl& INAkBoolPropertyToControl); // 0x10ba200 [Final Native Static Public]
    FString Conv_FAkBoolPropertyToControlToString(FAkBoolPropertyToControl& INAkBoolPropertyToControl); // 0x10ba3e0 [Final Native Static Public]

// UAkItemBoolProperties (/Script/AkAudio.AkItemBoolProperties)
    void SetSearchText(const FString& newText); // 0x10ba610 [Final Native Public]
    FString GetSelectedProperty(); // 0x10ba850 [Final Native Public]
    FString GetSearchText(); // 0x10ba700 [Final Native Public]

// UAkItemPropertiesConv (/Script/AkAudio.AkItemPropertiesConv)
    FText Conv_FAkPropertyToControlToText(FAkPropertyToControl& INAkPropertyToControl); // 0x10ba200 [Final Native Static Public]
    FString Conv_FAkPropertyToControlToString(FAkPropertyToControl& INAkPropertyToControl); // 0x10ba3e0 [Final Native Static Public]

// UAkItemProperties (/Script/AkAudio.AkItemProperties)
    void SetSearchText(const FString& newText); // 0x10ba610 [Final Native Public]
    FString GetSelectedProperty(); // 0x10bacd0 [Final Native Public]
    FString GetSearchText(); // 0x10ba700 [Final Native Public]

// UAkLateReverbComponent (/Script/AkAudio.AkLateReverbComponent)
    void AssociateAkTextureSetComponent(UAkAcousticTextureSetComponent* textureSetComponent); // 0x10baf20 [Final Native Public]

// UAkLinuxInitializationSettings (/Script/AkAudio.AkLinuxInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkMacInitializationSettings (/Script/AkAudio.AkMacInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkPS4InitializationSettings (/Script/AkAudio.AkPS4InitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10bd590 [Final Native Public]

// UAkRoomComponent (/Script/AkAudio.AkRoomComponent)
    void SetGeometryComponent(UAkAcousticTextureSetComponent* textureSetComponent); // 0x10be150 [Final Native Public]
    UPrimitiveComponent* GetPrimitiveParent(); // 0x10be2d0 [Final Native Public]

// UAkSlider (/Script/AkAudio.AkSlider)
    void SetValue(float InValue); // 0x10bf4f0 [Final Native Public]
    void SetStepSize(float InValue); // 0x10bf190 [Final Native Public]
    void SetSliderHandleColor(const FLinearColor& InValue); // 0x10bef10 [Final Native Public]
    void SetSliderBarColor(const FLinearColor& InValue); // 0x10bf050 [Final Native Public]
    void SetLocked(bool InValue); // 0x10bf330 [Final Native Public]
    void SetIndentHandle(bool InValue); // 0x10bf410 [Final Native Public]
    void SetAkSliderItemProperty(const FString& ItemProperty); // 0x10beb60 [Final Native Public]
    void SetAkSliderItemId(const FGuid& ItemId); // 0x10bedc0 [Final Native Public]
    float GetValue(); // 0x10bf5c0 [Final Native Public]
    FString GetAkSliderItemProperty(); // 0x10beaa0 [Final Native Public]
    FGuid GetAkSliderItemId(); // 0x10bed50 [Final Native Public]

// UAkSurfaceReflectorSetComponent (/Script/AkAudio.AkSurfaceReflectorSetComponent)
    void UpdateSurfaceReflectorSet(); // 0x10bfd20 [Final Native Public]
    void SendSurfaceReflectorSet(); // 0x10bfd60 [Final Native Public]
    void RemoveSurfaceReflectorSet(); // 0x10b82a0 [Final Native Public]

// UAkSwitchInitializationSettings (/Script/AkAudio.AkSwitchInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkWaapiCalls (/Script/AkAudio.AkWaapiCalls)
    FAKWaapiJsonObject Unsubscribe(FAkWaapiSubscriptionId& SubscriptionId, const bool& UnsubscriptionDone); // 0x10c2250 [Final Native Static Public]
    FAKWaapiJsonObject SubscribeToWaapi(FAkWaapiUri& WaapiUri, FAKWaapiJsonObject& WaapiOptions, const FScriptDelegate& Callback, FAkWaapiSubscriptionId& SubscriptionId, const bool& SubscriptionDone); // 0x10c23f0 [Final Native Static Public]
    void SetSubscriptionID(FAkWaapiSubscriptionId& Subscription, int32 ID); // 0x10c2f20 [Final Native Static Public]
    bool RegisterWaapiProjectLoadedCallback(const FScriptDelegate& Callback); // 0x10c2c60 [Final Native Static Public]
    bool RegisterWaapiConnectionLostCallback(const FScriptDelegate& Callback); // 0x10c2a80 [Final Native Static Public]
    int32 GetSubscriptionID(FAkWaapiSubscriptionId& Subscription); // 0x10c2e40 [Final Native Static Public]
    FText Conv_FAkWaapiSubscriptionIdToText(FAkWaapiSubscriptionId& INAkWaapiSubscriptionId); // 0x10c1f20 [Final Native Static Public]
    FString Conv_FAkWaapiSubscriptionIdToString(FAkWaapiSubscriptionId& INAkWaapiSubscriptionId); // 0x10c2120 [Final Native Static Public]
    FAKWaapiJsonObject CallWaapi(FAkWaapiUri& WaapiUri, FAKWaapiJsonObject& WaapiArgs, FAKWaapiJsonObject& WaapiOptions); // 0x10c27a0 [Final Native Static Public]

// USAkWaapiFieldNamesConv (/Script/AkAudio.SAkWaapiFieldNamesConv)
    FText Conv_FAkWaapiFieldNamesToText(FAkWaapiFieldNames& INAkWaapiFieldNames); // 0x10ba200 [Final Native Static Public]
    FString Conv_FAkWaapiFieldNamesToString(FAkWaapiFieldNames& INAkWaapiFieldNames); // 0x10ba3e0 [Final Native Static Public]

// UAkWaapiJsonManager (/Script/AkAudio.AkWaapiJsonManager)
    FAKWaapiJsonObject SetStringField(FAkWaapiFieldNames& FieldName, const FString& FieldValue, const FAKWaapiJsonObject& Target); // 0x10c5670 [Final Native Static Public]
    FAKWaapiJsonObject SetObjectField(FAkWaapiFieldNames& FieldName, const FAKWaapiJsonObject& FieldValue, const FAKWaapiJsonObject& Target); // 0x10c4dd0 [Final Native Static Public]
    FAKWaapiJsonObject SetNumberField(FAkWaapiFieldNames& FieldName, float FieldValue, const FAKWaapiJsonObject& Target); // 0x10c5100 [Final Native Static Public]
    FAKWaapiJsonObject SetBoolField(FAkWaapiFieldNames& FieldName, bool FieldValue, const FAKWaapiJsonObject& Target); // 0x10c53b0 [Final Native Static Public]
    FAKWaapiJsonObject SetArrayStringFields(FAkWaapiFieldNames& FieldName, const TArray<FAKWaapiJsonObject>& FieldStringValues, const FAKWaapiJsonObject& Target); // 0x10c4ad0 [Final Native Static Public]
    FAKWaapiJsonObject SetArrayObjectFields(FAkWaapiFieldNames& FieldName, const TArray<FAKWaapiJsonObject>& FieldObjectValues, const FAKWaapiJsonObject& Target); // 0x10c47c0 [Final Native Static Public]
    FString GetStringField(FAkWaapiFieldNames& FieldName, const FAKWaapiJsonObject& Target); // 0x10c4540 [Final Native Static Public]
    FAKWaapiJsonObject GetObjectField(FAkWaapiFieldNames& FieldName, const FAKWaapiJsonObject& Target); // 0x10c3b80 [Final Native Static Public]
    float GetNumberField(FAkWaapiFieldNames& FieldName, const FAKWaapiJsonObject& Target); // 0x10c4080 [Final Native Static Public]
    int32 GetIntegerField(FAkWaapiFieldNames& FieldName, const FAKWaapiJsonObject& Target); // 0x10c3e20 [Final Native Static Public]
    bool GetBoolField(FAkWaapiFieldNames& FieldName, const FAKWaapiJsonObject& Target); // 0x10c42f0 [Final Native Static Public]
    TArray<void> GetArrayField(FAkWaapiFieldNames& FieldName, const FAKWaapiJsonObject& Target); // 0x10c38a0 [Final Native Static Public]
    FText Conv_FAKWaapiJsonObjectToText(const FAKWaapiJsonObject& INAKWaapiJsonObject); // 0x10c34c0 [Final Native Static Public]
    FString Conv_FAKWaapiJsonObjectToString(const FAKWaapiJsonObject& INAKWaapiJsonObject); // 0x10c3740 [Final Native Static Public]

// UAkWaapiUriConv (/Script/AkAudio.AkWaapiUriConv)
    FText Conv_FAkWaapiUriToText(FAkWaapiUri& INAkWaapiUri); // 0x10ba200 [Final Native Static Public]
    FString Conv_FAkWaapiUriToString(FAkWaapiUri& INAkWaapiUri); // 0x10ba3e0 [Final Native Static Public]

// UAkWindowsInitializationSettings (/Script/AkAudio.AkWindowsInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkWinGDKInitializationSettings (/Script/AkAudio.AkWinGDKInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkWwiseTree (/Script/AkAudio.AkWwiseTree)
    void SetSearchText(const FString& newText); // 0x10ba610 [Final Native Public]
    FAkWwiseObjectDetails GetSelectedItem(); // 0x10c6f20 [Final Native Public]
    FString GetSearchText(); // 0x10ba700 [Final Native Public]

// UAkXboxOneGDKInitializationSettings (/Script/AkAudio.AkXboxOneGDKInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkXboxOneInitializationSettings (/Script/AkAudio.AkXboxOneInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UAkXSXInitializationSettings (/Script/AkAudio.AkXSXInitializationSettings)
    void MigrateMultiCoreRendering(bool NewValue); // 0x10a1940 [Final Native Public]

// UPostEventAsync (/Script/AkAudio.PostEventAsync)
    UPostEventAsync* PostEventAsync(UObject* WorldContextObject, UAkAudioEvent* AkEvent, AActor* Actor, int32 CallbackMask, const FScriptDelegate& PostEventCallback, const TArray<bool>& ExternalSources, bool bStopWhenAttachedToDestroyed); // 0x10ca3b0 [Final Native Static Public]
    void PollPostEventFuture(); // 0x10ca390 [Final Native Private]

// UPostEventAtLocationAsync (/Script/AkAudio.PostEventAtLocationAsync)
    UPostEventAtLocationAsync* PostEventAtLocationAsync(UObject* WorldContextObject, UAkAudioEvent* AkEvent, const FVector& Location, const FRotator& Orientation); // 0x10caa50 [Final Native Static Public]
    void PollPostEventFuture(); // 0x10caa30 [Final Native Private]

// UKismetAnimationLibrary (/Script/AnimGraphRuntime.KismetAnimationLibrary)
    void K2_TwoBoneIK(const FVector& RootPos, const FVector& JointPos, const FVector& EndPos, const FVector& JointTarget, const FVector& Effector, const FVector& OutJointPos, const FVector& OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale); // 0x39f4920 [Final Native Static Public]
    void K2_StartProfilingTimer(); // 0x39f26f0 [Final Native Static Public]
    FVector K2_MakePerlinNoiseVectorAndRemap(float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ); // 0x39f3500 [Final Native Static Public]
    float K2_MakePerlinNoiseAndRemap(float Value, float RangeOutMin, float RangeOutMax); // 0x39f32e0 [Final Native Static Public]
    FTransform K2_LookAt(FTransform& CurrentTransform, const FVector& TargetPosition, const FVector& LookAtVector, bool bUseUpVector, const FVector& UpVector, float ClampConeInDegree); // 0x39f44d0 [Final Native Static Public]
    float K2_EndProfilingTimer(bool bLog, const FString& LogPrefix); // 0x39f2570 [Final Native Static Public]
    float K2_DistanceBetweenTwoSocketsAndMapRange(USkeletalMeshComponent* Component, const FName& SocketOrBoneNameA, uint8 SocketSpaceA, const FName& SocketOrBoneNameB, uint8 SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax); // 0x39f3db0 [Final Native Static Public]
    FVector K2_DirectionBetweenSockets(USkeletalMeshComponent* Component, const FName& SocketOrBoneNameFrom, const FName& SocketOrBoneNameTo); // 0x39f3ae0 [Final Native Static Public]
    float K2_CalculateVelocityFromSockets(float DeltaSeconds, USkeletalMeshComponent* Component, const FName& SocketOrBoneName, const FName& ReferenceSocketOrBone, uint8 SocketSpace, const FVector& OffsetInBoneSpace, FPositionHistory& History, int32 NumberOfSamples, float VelocityMin, float VelocityMax, const EEasingFuncType& EasingType, FRuntimeFloatCurve& CustomCurve); // 0x39f2710 [Final Native Static Public]
    float K2_CalculateVelocityFromPositionHistory(float DeltaSeconds, const FVector& Position, FPositionHistory& History, int32 NumberOfSamples, float VelocityMin, float VelocityMax); // 0x39f2f20 [Final Native Static Public]

// UPlayMontageCallbackProxy (/Script/AnimGraphRuntime.PlayMontageCallbackProxy)
    void OnNotifyEndReceived(const FName& NotifyName, FBranchingPointNotifyPayload& BranchingPointNotifyPayload); // 0x39f6ec0 [Final Native Protected]
    void OnNotifyBeginReceived(const FName& NotifyName, FBranchingPointNotifyPayload& BranchingPointNotifyPayload); // 0x39f7040 [Final Native Protected]
    void OnMontageEnded(UAnimMontage* Montage, bool bInterrupted); // 0x39f71c0 [Final Native Protected]
    void OnMontageBlendingOut(UAnimMontage* Montage, bool bInterrupted); // 0x39f7340 [Final Native Protected]
    UPlayMontageCallbackProxy* CreateProxyObjectForPlayMontage(USkeletalMeshComponent* InSkeletalMeshComponent, UAnimMontage* MontageToPlay, float PlayRate, float StartingPosition, const FName& StartingSection); // 0x39f74d0 [Final Native Static Public]

// UAnimationBudgetBlueprintLibrary (/Script/AnimationBudgetAllocator.AnimationBudgetBlueprintLibrary)
    void SetAnimationBudgetParameters(UObject* WorldContextObject, FAnimationBudgetAllocatorParameters& InParameters); // 0x14039e0 [Final Native Static Private]
    void EnableAnimationBudget(UObject* WorldContextObject, bool bEnabled); // 0x1403c50 [Final Native Static Private]

// USkeletalMeshComponentBudgeted (/Script/AnimationBudgetAllocator.SkeletalMeshComponentBudgeted)
    void SetAutoRegisterWithBudgetAllocator(bool bInAutoRegisterWithBudgetAllocator); // 0x1403ed0 [Final Native Public]

// UAnimSharingStateInstance (/Script/AnimationSharing.AnimSharingStateInstance)
    void GetInstancedActors(const TArray<void>& Actors); // 0x1abb8e0 [Final Native Protected]

// UAnimationSharingManager (/Script/AnimationSharing.AnimationSharingManager)
    void RegisterActorWithSkeletonBP(AActor* InActor, USkeleton* SharingSkeleton); // 0x1abbf20 [Final Native Public]
    UAnimationSharingManager* GetAnimationSharingManager(UObject* WorldContextObject); // 0x1abc440 [Final Native Static Public]
    bool CreateAnimationSharingManager(UObject* WorldContextObject, UAnimationSharingSetup* Setup); // 0x1abc100 [Final Native Static Public]
    bool AnimationSharingEnabled(); // 0x1abbef0 [Final Native Static Public]

// UAnimationSharingStateProcessor (/Script/AnimationSharing.AnimationSharingStateProcessor)
    void ProcessActorState(const int32& OutState, AActor* InActor, uint8 CurrentState, uint8 OnDemandState, const bool& bShouldProcess); // 0x1abcb20 [Native Event Public]
    UEnum* GetAnimationStateEnum(); // 0x1abcaf0 [Native Event Public]

// UDestructibleComponent (/Script/ApexDestruction.DestructibleComponent)
    void SetDestructibleMesh(UDestructibleMesh* NewMesh); // 0x13f96c0 [Final Native Public]
    UDestructibleMesh* GetDestructibleMesh(); // 0x13f9650 [Final Native Public]
    void ApplyRadiusDamage(float BaseDamage, const FVector& HurtOrigin, float DamageRadius, float ImpulseStrength, bool bFullDamage); // 0x13f97a0 [Native Public]
    void ApplyDamage(float DamageAmount, const FVector& HitLocation, const FVector& ImpulseDir, float ImpulseStrength); // 0x13f9ac0 [Native Public]

// UAssetRegistryHelpers (/Script/AssetRegistry.AssetRegistryHelpers)
    FSoftObjectPath ToSoftObjectPath(FAssetData& InAssetData); // 0x3cbd990 [Final Native Static Public]
    FARFilter SetFilterTagsAndValues(FARFilter& InFilter, const TArray<FARFilter>& InTagsAndValues); // 0x3cbc7a0 [Final Native Static Public]
    bool IsValid(FAssetData& InAssetData); // 0x3cbe1e0 [Final Native Static Public]
    bool IsUAsset(FAssetData& InAssetData); // 0x3cbdff0 [Final Native Static Public]
    bool IsRedirector(FAssetData& InAssetData); // 0x3cbde00 [Final Native Static Public]
    bool IsAssetLoaded(FAssetData& InAssetData); // 0x3cbd320 [Final Native Static Public]
    bool GetTagValue(FAssetData& InAssetData, const FName& InTagName, const FString& OutTagValue); // 0x3cbcdb0 [Final Native Static Public]
    FString GetFullName(FAssetData& InAssetData); // 0x3cbdbd0 [Final Native Static Public]
    FString GetExportTextName(FAssetData& InAssetData); // 0x3cbd0f0 [Final Native Static Public]
    TSubclassOf<UObject> GetClass(FAssetData& InAssetData); // 0x3cbd7a0 [Final Native Static Public]
    TScriptInterface<IAssetRegistry> GetAssetRegistry(); // 0x3cbeb70 [Final Native Static Public]
    UObject* GetAsset(FAssetData& InAssetData); // 0x3cbd5b0 [Final Native Static Public]
    FAssetData CreateAssetData(UObject* InAsset, bool bAllowBlueprintClass); // 0x3cbe3d0 [Final Native Static Public]

// IAssetRegistry (/Script/AssetRegistry.AssetRegistry)
    void WaitForCompletion(); // 0x3cbf1d0 [Native Public]
    void UseFilterToExcludeAssets(const TArray<FARFilter>& AssetDataList, FARFilter& Filter); // 0x3cbf650 [Native Public]
    void SearchAllAssets(bool bSynchronousSearch); // 0x3cbf1f0 [Native Public]
    void ScanPathsSynchronous(const TArray<bool>& InPaths, bool bForceRescan); // 0x3cbf490 [Native Public]
    void ScanModifiedAssetFiles(const TArray<void>& InFilePaths); // 0x3cbefc0 [Native Public]
    void ScanFilesSynchronous(const TArray<bool>& InFilePaths, bool bForceRescan); // 0x3cbf2d0 [Native Public]
    void RunAssetsThroughFilter(const TArray<FARFilter>& AssetDataList, FARFilter& Filter); // 0x3cbf9f0 [Native Public]
    void PrioritizeSearchPath(const FString& PathToPrioritize); // 0x3cbf0e0 [Native Public]
    bool K2_GetReferencers(const FName& PackageName, FAssetRegistryDependencyOptions& ReferenceOptions, const TArray<bool>& OutReferencers); // 0x3cc00f0 [Native Public]
    bool K2_GetDependencies(const FName& PackageName, FAssetRegistryDependencyOptions& DependencyOptions, const TArray<bool>& OutDependencies); // 0x3cc0300 [Native Public]
    bool IsLoadingAssets(); // 0x3cbef90 [Native Public]
    bool HasAssets(const FName& PackagePath, bool bRecursive); // 0x3cc1490 [Native Public]
    void GetSubPaths(const FString& InBasePath, const TArray<bool>& OutPathList, bool bInRecurse); // 0x3cbfd90 [Native Public]
    bool GetAssetsByPath(const FName& PackagePath, const TArray<bool>& OutAssetData, bool bRecursive, bool bIncludeOnlyOnDiskAssets); // 0x3cc0f10 [Native Public]
    bool GetAssetsByPackageName(const FName& PackageName, const TArray<bool>& OutAssetData, bool bIncludeOnlyOnDiskAssets); // 0x3cc1230 [Native Public]
    bool GetAssetsByClass(const FName& ClassName, const TArray<bool>& OutAssetData, bool bSearchSubClasses); // 0x3cc0cb0 [Native Public]
    bool GetAssets(FARFilter& Filter, const TArray<bool>& OutAssetData); // 0x3cc0910 [Native Public]
    FAssetData GetAssetByObjectPath(const FName& ObjectPath, bool bIncludeOnlyOnDiskAssets); // 0x3cc0720 [Native Public]
    void GetAllCachedPaths(const TArray<void>& OutPathList); // 0x3cbffd0 [Native Public]
    bool GetAllAssets(const TArray<bool>& OutAssetData, bool bIncludeOnlyOnDiskAssets); // 0x3cc0510 [Native Public]

// UAssetTagsSubsystem (/Script/AssetTags.AssetTagsSubsystem)
    TArray<void> GetCollectionsContainingAssetPtr(UObject* AssetPtr); // 0x1b01c00 [Final Native Public]
    TArray<void> GetCollectionsContainingAssetData(FAssetData& AssetData); // 0x1b02040 [Final Native Public]
    TArray<void> GetCollectionsContainingAsset(const FName& AssetPathName); // 0x1b02260 [Final Native Public]
    TArray<void> GetCollections(); // 0x1b02520 [Final Native Public]
    TArray<void> GetAssetsInCollection(const FName& Name); // 0x1b02380 [Final Native Public]
    bool CollectionExists(const FName& Name); // 0x1b025a0 [Final Native Public]

// UBaseCondition (/Script/AtomicHeart.BaseCondition)
    void TimerCheck(); // 0x2280b60 [Final Native Public]
    void PostCheck(); // 0xf824f0 [Native Protected]

// UBaseAction (/Script/AtomicHeart.BaseAction)
    void OnCooldownFinished(); // 0x227fa60 [Final Native Private]

// UAbilityAction (/Script/AtomicHeart.AbilityAction)
    void OnAbilityEnded(UGameplayAbility* GameplayAbility); // 0x21b1b80 [Final Native Protected]

// UAbilityCondition (/Script/AtomicHeart.AbilityCondition)
    void OnCharacterEventDelegate(FAHCharacterEvent& Event); // 0x21b1e10 [Final Native Public]

// UPlayerStatusCondition (/Script/AtomicHeart.PlayerStatusCondition)
    void ReEvaluate(); // 0x15e0ff0 [Native Public]
    void OnHoldConditionMetTimerElapsed(); // 0x10ce6e0 [Native Protected]

// UPlayerStatusConditionUtility (/Script/AtomicHeart.PlayerStatusConditionUtility)
    void OnPlayerCharacterEvent(FAHCharacterEvent& Event); // 0x230bc30 [Native Protected]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x236ae70 [Native Protected]

// UAbilityTask_AddEffectResistance (/Script/AtomicHeart.AbilityTask_AddEffectResistance)
    UAbilityTask_AddEffectResistance* AddEffectResistance(UGameplayAbility* OwningAbility, FEffectResistance& InEffectResistance, bool bInfinite, bool bEndTaskWithAbility); // 0x21b2250 [Final Native Static Public]

// UAbilityTask_AHPlayMontageAndWait (/Script/AtomicHeart.AbilityTask_AHPlayMontageAndWait)
    void OnMontageInterrupted(); // 0xf8b2b0 [Final Native Public]
    void OnMontageEnded(UAnimMontage* Montage, bool bInterrupted); // 0xf8b140 [Final Native Public]
    void OnMontageBlendingOut(UAnimMontage* Montage, bool bInterrupted); // 0xf8b310 [Final Native Public]

// UAbilityTask_BonePhysicalAffect (/Script/AtomicHeart.AbilityTask_BonePhysicalAffect)
    void UpdatePhysImpulseFinished(); // 0x21b2950 [Final Native Private]
    void UpdatePhysImpulse(float Alpha); // 0x21b2980 [Final Native Private]
    void UpdatePhysBlendWeightFinished(); // 0x21b2770 [Final Native Private]
    void UpdatePhysBlendWeight(float Alpha); // 0x21b27a0 [Final Native Private]

// UAbilityTask_FightStagingExecution (/Script/AtomicHeart.AbilityTask_FightStagingExecution)
    void OnTimerRelatedActionBegin(UBaseAction* TimerRelatedAction); // 0x21b3380 [Final Native Private]
    void OnConditionalActionContainerEnd(UActionContainer* ActionContainer); // 0x21b2f80 [Final Native Private]
    void OnConditionalActionContainerBegin(UActionContainer* ActionContainer); // 0x21b3190 [Final Native Private]

// UAbilityTask_FollowComponent (/Script/AtomicHeart.AbilityTask_FollowComponent)
    UAbilityTask_FollowComponent* FollowComponent(UGameplayAbility* OwningAbility, USceneComponent* InComponent, FTransform& Offset, const FName& InBoneName, bool bSweepOnMove); // 0x21b36e0 [Final Native Static Public]

// UAbilityTask_GrabDrag (/Script/AtomicHeart.AbilityTask_GrabDrag)
    void OnChangedSpline(); // 0x21b3fb0 [Final Native Private]

// UAbilityTask_LaserBarrelControl (/Script/AtomicHeart.AbilityTask_LaserBarrelControl)
    void OnLaserWeaponHit(AActor* LaserWeaponActor, ULaserBarrel* Barrel, FHitResult& HitResult, bool bWasValidCharacterHit); // 0x21b40b0 [Final Native Public]
    UAbilityTask_LaserBarrelControl* CreateTask(UGameplayAbility* OwningAbility, AAHAICharacter* Owner, AActor* TargetActor, ALaserWeapon* Weapon, UDA_AILaserShooting* DataAsset, FGameplayTag& BarrelTag); // 0x21b4350 [Final Native Static Public]

// UAbilityTask_SlowdownVehicleBase (/Script/AtomicHeart.AbilityTask_SlowdownVehicleBase)
    void StartSlowdownVehicle(); // 0x21b48c0 [Native Protected]
    void SlowdownVehicleFinished(); // 0x21b48a0 [Native Protected]

// UAbilityTask_Snap (/Script/AtomicHeart.AbilityTask_Snap)
    void OnSnapFinished(); // 0x21b4c20 [Final Native Private]

// UAbilityUtils (/Script/AtomicHeart.AbilityUtils)
    bool HasAnyAIAbilityActive(AAHAICharacter* AICharacter, FGameplayTagContainer& AbilityTags); // 0x21b50b0 [Final Native Static Public]
    FGameplayTag GetEffectIdentificationTag(UAHGameplayEffect* Effect); // 0x21b5240 [Final Native Static Public]
    FGameplayTag GetAbilityIdentificationTag(UGameplayAbility* Ability); // 0x21b5380 [Final Native Static Public]
    void EndAIAbilitiesByTag(AAHAICharacter* AICharacter, FGameplayTagContainer& AbilityTags); // 0x21b4f30 [Final Native Static Public]

// UAHBaseUserWidget (/Script/AtomicHeart.AHBaseUserWidget)
    void ShowCursor(); // 0x21e6020 [Final Native Public]
    void OpenPreviousSubMenu(); // 0x21e5da0 [Native Public]
    void OpenPreviousCategory(); // 0x21e5d60 [Native Public]
    void OpenNextSubMenu(); // 0x21e5dc0 [Native Public]
    void OpenNextCategory(); // 0x21e5d80 [Native Public]
    void OnVisibilityChangedEvent(const ESlateVisibility& InVisibility); // 0x21e6400 [Native Public]
    void OnSynchronizeProperties(); // 0x274f500 [Event Protected]
    void OnNavigateWindowUpPressed(); // 0x21e5fe0 [Native Public]
    void OnNavigateWindowRightPressed(); // 0x21e5f80 [Native Public]
    void OnNavigateWindowLeftPressed(); // 0x21e5fa0 [Native Public]
    void OnNavigateWindowDownPressed(); // 0x21e5fc0 [Native Public]
    void OnInputContextApplied(); // 0x274f500 [Event Public]
    void OnGamepadControlledEvent(bool bIsGamepadEnabled); // 0x21e6320 [Native Public]
    void OnBackToPreviousMenu(); // 0x21e5d40 [Native Public]
    void OnApplyWindow(); // 0x21e5d20 [Native Public]
    void LockCursorToCenter(bool bInShowCursor); // 0x21e6140 [Final Native Public]
    void InputAxisY(float AxisValue); // 0x21e5de0 [Native Public]
    void InputAxisX(float AxisValue); // 0x21e5eb0 [Native Public]
    void HideCursor(); // 0x21e6000 [Final Native Public]
    void ForceBlockUnpause(bool bInForceBlockUnpause); // 0x21e6060 [Final Native Public]
    void EnableSlateGlobalInvalidation(bool bEnable); // 0x21e5c50 [Final Native Static Protected]
    void EnableGamepadCursor(UWidgetInteractionComponent* InWidgetInteractionComponent); // 0x21e6240 [Final Native Public]
    void DisableGamepadCursor(); // 0x21e6220 [Final Native Public]
    void CloseWidget(); // 0x21e6040 [Native Public]

// UBaseCharacterWidget (/Script/AtomicHeart.BaseCharacterWidget)
    void OnNavCategorySelectedEvent(int32 Index, bool bSubMenu); // 0x274f500 [Event Public]
    void OnNavCategoryHoveredEvent(int32 Index, bool bSubMenu); // 0x274f500 [Event Public]
    bool IsUsingGamepad(); // 0x227fc20 [Final Native Public]

// UActionButtonWidget (/Script/AtomicHeart.ActionButtonWidget)
    void SetProgress(float InProgress); // 0x21b5c70 [Final Native Public]
    void SetManualProgressUpdate(bool bInManualProgressUpdate); // 0x21b5b90 [Final Native Public]
    void SetGrabIconVisibility(bool bVisible); // 0x274f500 [Event Public]
    void SetBrushFromTexture(UTexture2D* InTexture); // 0x21b5790 [Final Native Public]
    void SetBrushFromAtlasInterface(const TScriptInterface<ISlateTextureAtlasInterface>& InAtlasRegion); // 0x21b5690 [Final Native Public]
    void SetActionTextInUppercase(bool bInActionTextInUppercase); // 0x21b5ab0 [Final Native Public]
    void SetActionTextColorAndOpacity(const FLinearColor& Color); // 0x21b5870 [Final Native Public]
    void SetActionText(const FText& InActionText); // 0x21b5960 [Final Native Public]
    void OnUpdatedVisual(); // 0x274f500 [Event Public]
    void OnSetFocused(); // 0x274f500 [Event Public]
    void OnScaleChanged(); // 0x274f500 [Event Public]
    void OnResetVisual(); // 0x274f500 [Event Protected]
    void OnActionProgressIsDoneEvent(); // 0x274f500 [Event Protected]
    void OnActionButtonReleasedEvent(); // 0x274f500 [Event Protected]
    void OnActionButtonPressedEvent(); // 0x274f500 [Event Protected]
    void OnAccessibilitySettingsChanged(); // 0x274f500 [Event Public]
    float GetProgress(); // 0x21b5d40 [Final Native Public]

// UActionContainer (/Script/AtomicHeart.ActionContainer)
    void OnConditionalActionContainerEnd(UActionContainer* ActionContainer); // 0x21b7ac0 [Final Native Private]
    void OnConditionalActionContainerBegin(UActionContainer* ActionContainer); // 0x21b7bb0 [Final Native Private]
    void OnChildActionComplete(UBaseAction* CompletedAction, const ECompletionType& CompletionType); // 0x21b7ca0 [Final Native Private]
    void OnChildActionBegin(UBaseAction* CompletedAction); // 0x21b7e00 [Final Native Private]

// UWaitAction (/Script/AtomicHeart.WaitAction)
    void OnWaitTimerComplete(); // 0x21b84d0 [Final Native Private]

// UPlayAnimMontage (/Script/AtomicHeart.PlayAnimMontage)
    void OnPlayMontageAndWaitTaskInterrupted(); // 0x21b85f0 [Final Native Private]
    void OnPlayMontageAndWaitTaskCompleted(); // 0x21b8610 [Final Native Private]
    void OnPlayMontageAndWaitTaskCancelled(); // 0x21b85b0 [Final Native Private]
    void OnPlayMontageAndWaitTaskBlendOut(); // 0x21b85d0 [Final Native Private]
    void OnAnimationMontagesLoaded(); // 0x21b8590 [Final Native Private]

// UPeriodicAction (/Script/AtomicHeart.PeriodicAction)
    void OnTimerFinished(); // 0x21b87f0 [Final Native Private]

// IActivatable (/Script/AtomicHeart.Activatable)
    void RunDeactivate(); // 0x16c04c0 [Native Event Public]
    void RunActivate(); // 0x10cef30 [Native Event Public]

// UActiveUserComponent (/Script/AtomicHeart.ActiveUserComponent)
    UInteractiveComponent* GetCurrentInteractiveComponent(); // 0x21b8c90 [Final Native Public]
    int32 GetCurrentInteractionLocationIndex(); // 0x21b8c30 [Final Native Public]
    AActor* GetActivatorActor(); // 0x21b8c00 [Final Native Public]

// UActorIteratorSubsystem (/Script/AtomicHeart.ActorIteratorSubsystem)
    void OnWorldPostCleanup(UWorld* World, bool bSessionEnded, bool bCleanupResources); // 0x21b8e70 [Final Native Private]

// UActorUtils (/Script/AtomicHeart.ActorUtils)
    void ValidateObject(UObject* Owner, UObject* ObjectToValidate, const FString& Message); // 0x21bbab0 [Final Native Static Public]
    void TryUseComponent(UActiveUserComponent* ActiveUserComponent, UActorComponent* ComponentToUse); // 0x21bc640 [Final Native Static Public]
    void TryUseActor(UActiveUserComponent* ActiveUserComponent, AActor* ActorToUse); // 0x21bd240 [Final Native Static Public]
    bool TryGetActorLocation(AActor* Actor, const FVector& OutLocation); // 0x21bdd80 [Final Native Static Public]
    void TryEnableActor(AActor* ActorToEnable); // 0x21bcfc0 [Final Native Static Public]
    void TryDisableActor(AActor* ActorToDisable); // 0x21bcd40 [Final Native Static Public]
    void TryDeactivateActor(AActor* ActorToDeactivate); // 0x21bc840 [Final Native Static Public]
    void TryActivateActor(AActor* ActorToActivate); // 0x21bcac0 [Final Native Static Public]
    AActor* SpawnActorOnSubLevel(TSubclassOf<UObject> Class, const FTransform& Transform, const FName& Name, AActor* OwnerActor, APawn* InstigatorPawn, const ESpawnActorCollisionHandlingMethod& SpawnActorCollisionHandlingMethod, bool bDeferedSpawn); // 0x21bb380 [Final Native Static Public]
    AActor* SpawnActorOnPersistentLevel(TSubclassOf<UObject> Class, const FTransform& Transform, const FName& Name, AActor* OwnerActor, APawn* InstigatorPawn, const ESpawnActorCollisionHandlingMethod& SpawnActorCollisionHandlingMethod, bool bDeferedSpawn); // 0x21bac50 [Final Native Static Public]
    void SmoothRotateToLocation(AActor* ActorToRotate, const FVector& TargetLocation, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation, bool bForceSetRotation, bool bRotateOnlyYaw, float YawOffset); // 0x21bf310 [Final Native Static Public]
    void SmoothRotateToEnemy(AAHAICharacter* AICharacter, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation, bool bForceSetRotation, float YawOffset); // 0x21bf7c0 [Final Native Static Public]
    void SmoothRotatePlayerToLocation(AAHBaseCharacter* Player, const FVector& TargetLocation, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation); // 0x21bf010 [Final Native Static Public]
    void SetUseAsOccluderFlag(UPrimitiveComponent* PrimitiveComponent, bool bInEnabled); // 0x21b9820 [Final Native Static Public]
    void SetPlayerPostProcess(UObject* Owner, UObject* PostProcessObject, float BlendWeight); // 0x21ba9e0 [Final Native Static Public]
    void SetComponentTick(UActorComponent* ActorComponent, bool bInEnabled, float TickInterval); // 0x21c09c0 [Final Native Static Public]
    void SetComponentSkipBoundsUpdate(USceneComponent* Component, bool bValue); // 0x21b93d0 [Final Native Static Public]
    void SetComponentMovementEnabled(USceneComponent* Component, bool bEnabled, bool bImmediateUpdateToWorld); // 0x21c0720 [Final Native Static Public]
    void SetComponentCastDynamicShadow(UPrimitiveComponent* PrimitiveComponent, bool bCastDynamicShadow); // 0x21bfd10 [Final Native Static Public]
    void SetComponentAffectDistanceFieldLighting(UPrimitiveComponent* PrimitiveComponent, bool bAffectDistanceFieldLighting); // 0x21bfb50 [Final Native Static Public]
    void SetChildActorComponentActive(UChildActorComponent* ChildActorComponent, bool bActive); // 0x21c0090 [Final Native Static Public]
    void SetActorTick(AActor* Actor, bool bInEnabled, float TickInterval); // 0x21c0c30 [Final Native Static Public]
    void SetActorSkipBoundsUpdate(AActor* Actor, bool bValue, bool bIncludeFromChildActors); // 0x21b9580 [Final Native Static Public]
    void SetActive(AActor* Actor, bool bActive, bool bWithChildrenComponents); // 0x21c0260 [Final Native Static Public]
    void SendHitDetected_K2(AActor* Actor, const FHitParameters& InHitParameters, const EChemicalElement& ProcessWithElement); // 0x21b99e0 [Final Native Static Public]
    bool IsComponentSkippingBoundsUpdate(USceneComponent* Component); // 0x21b92a0 [Final Native Static Public]
    bool IsActorInitialized(AActor* This); // 0x21ba8b0 [Final Native Static Public]
    bool IsActorBeginningPlayFromLevelStreaming(AActor* This); // 0x21ba520 [Final Native Static Public]
    bool IsActorBeginningPlay(AActor* This); // 0x21ba780 [Final Native Static Public]
    void InvokeActorFunction(AActor* InActor, const FName& InFunctionName); // 0x21ba0a0 [Final Native Static Public]
    bool HasActorBegunPlay(AActor* This); // 0x21ba650 [Final Native Static Public]
    EWeightType GetWeightType(float Weight, UDA_WeightTypes* WeightTypes); // 0x21bdf80 [Final Native Static Public]
    AAHWheeledVehicle* GetPlayerWheeledVehicle(); // 0x21bd7e0 [Final Native Static Public]
    UPlayerHUD* GetPlayerHUD(); // 0x21bd750 [Final Native Static Public]
    AAHPlayerController* GetPlayerController(); // 0x21bd780 [Final Native Static Public]
    AAHBaseCharacter* GetPlayerCharacter(); // 0x21bd810 [Final Native Static Public]
    FVector GetPlayerCameraLocation(); // 0x21c0ec0 [Final Native Static Public]
    FGameplayTagContainer GetObjectTags(UObject* Object); // 0x21bbcf0 [Final Native Static Public]
    int32 GetNumberOfEnemiesAroundPlayer(float Radius, bool bAggressiveOnly); // 0x21be3a0 [Final Native Static Public]
    TArray<void> GetCharactersAroundLocation(const FVector& Location, float Radius); // 0x21be500 [Final Native Static Public]
    FVector GetBoneOrSocketLocation(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneOrSocketName); // 0x21b9e20 [Final Native Static Public]
    ABasePlayerController* GetBasePlayerController(); // 0x21bd7b0 [Final Native Static Public]
    void GetActorTagsFast(AActor* Actor, FGameplayTagContainer& ActorTags); // 0x21bc340 [Final Native Static Public]
    FGameplayTagContainer GetActorTags(AActor* Actor); // 0x21bc080 [Final Native Static Public]
    FActorSelectionInfo CreateActorSelectionInfo(AActor* TargetActor, const FVector& InstigatorLocation, const FVector& InstigatorDirection); // 0x21be6b0 [Final Native Static Public]
    bool CheckCapsuleSweepCollision(AActor* From, AActor* To, float CapsuleRadius, float CapsuleHalfHeight); // 0x21ba2b0 [Final Native Static Public]
    bool CanReachLocation2D(AAHAICharacter* AICharacter, const FVector& PathTargetLocation, uint8 PathQueryType, TSubclassOf<UNavigationQueryFilter> FilterClass, AAHBaseCharacter* TargetCharacter, bool bAsync, bool bProjectStartLocation, bool bProjectTargetLocation, const FVector& ProjectionExtent); // 0x21bd840 [Final Native Static Public]
    bool CanBeSeen(const FVector& ObserverLocation, const int32& NumberOfLoSChecksPerformed, const float& OutTotalTraceStrength, AAHBaseCharacter* ObservedCharacter, AActor* ObservingActor, AActor* ExtraIgnoredActor, const TArray<FGameplayTag>& OverrideTraceEntries, FGameplayTag& OutDynamicBehaviourGameplayTag); // 0x21beaf0 [Final Native Static Public]
    void ActivatePrimitiveComponent(UPrimitiveComponent* CollisionSphere, bool bEnable); // 0x21bfed0 [Final Native Static Public]

// UAdditionalLayout (/Script/AtomicHeart.AdditionalLayout)
    void UpdatePlatformLayout(bool bGamepad); // 0x274f500 [Event Public]
    void SetShockerAbilityVisual(bool bActivated); // 0x274f500 [Event Protected]
    void SetHealingItemSwitcherVisibility(bool bShow); // 0x274f500 [Event Protected]
    void OnWeaponReloaded(); // 0x21c2260 [Final Native Public]
    void OnUseHealthConsumable(UTexture2D* NextConsumableIcon, int32 NextConsumableCount); // 0x274f500 [Event Protected]
    void OnUpdateSuperChargePrice(float OutCharge); // 0x274f500 [Event Protected]
    void OnUpdateSuperAttackState(const EHUDSlotState& OutState); // 0x274f500 [Event Protected]
    void OnTotalRageChanged(int32 NumberOfNewStages); // 0x274f500 [Event Protected]
    void OnSkillRemoved(UDA_Skill* Skill, int32 SlotIndex); // 0x274f500 [Event Protected]
    void OnSkillAdded(UDA_Skill* Skill, int32 SlotIndex); // 0x274f500 [Event Protected]
    void OnRageSkillDeactivated(int32 SlotIndex); // 0x274f500 [Event Protected]
    void OnRageSkillActivated(int32 SlotIndex); // 0x274f500 [Event Protected]
    void OnPlayerOverloaded(bool bOverloaded); // 0x274f500 [Event Protected]
    void OnHudAbilityStarted(int32 SpecialAbilitySlotNumber); // 0x274f500 [Event Protected]
    void OnHudAbilityEnded(int32 SpecialAbilitySlotNumber); // 0x274f500 [Event Protected]
    void OnHealingItemChanged(bool bForward); // 0x274f500 [Event Protected]
    void OnAbilitiesSwapped(); // 0x274f500 [Event Protected]
    void HighLightOutOfRage(); // 0x274f500 [Event Protected]
    float GetSpecialAbilityConsumptionProgress(int32 SpecialAbilitySlotNumber); // 0x21c2100 [Final Native Protected]
    float GetShockerAbilityProgress(); // 0x21c21f0 [Final Native Protected]
    float GetRagePercent(); // 0x21c2070 [Final Native Protected]
    float GetAbsoluteRagePercent(); // 0x21c2040 [Final Native Protected]

// UAdvancedWidgetComponent (/Script/AtomicHeart.AdvancedWidgetComponent)
    void OnWidgetChanged(const FName& InWidgetEvent); // 0x21c2b20 [Final Native Protected]
    void OnHUDCreated(); // 0x21c2b00 [Final Native Protected]

// UAHAbilitySystemComponent (/Script/AtomicHeart.AHAbilitySystemComponent)
    void K2_UnsubscribeFromGameplayTagEvent(FGameplayTag& Tag, uint8 EventType); // 0x21c32c0 [Final Native Public]
    void K2_SubscribeToGameplayTagEvent(FGameplayTag& Tag, uint8 EventType); // 0x21c3440 [Final Native Public]
    bool K2_GiveAbilityByClass(TSubclassOf<UGameplayAbility> AbilityToActivate); // 0x21c35c0 [Final Native Public]

// UAHAbilitySystemUtils (/Script/AtomicHeart.AHAbilitySystemUtils)
    FActiveGameplayEffectHandle SetMagnitudeAndApplyGE(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, float Magnitude, FGameplayTag& GameplayTag, AActor* InInstigator, AActor* InEffectCauser); // 0x21c65b0 [Final Native Static Public]
    bool RemoveGameplayEffect(AAHBaseCharacter* Character, const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove); // 0x21c55a0 [Final Native Static Public]
    bool RemoveActiveGameplayEffectBySourceEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove); // 0x21c4d50 [Final Native Static Public]
    FGameplayTag GetModifierMagnitudeTagFromGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass, int32 ModifierIndex); // 0x21c4440 [Final Native Static Public]
    FString GetEffectName(UAbilitySystemComponent* AbilitySystemComponent, const FActiveGameplayEffectHandle& Handle); // 0x21c5110 [Final Native Static Public]
    FGameplayTag GetDurationMagnitudeTagFromGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass); // 0x21c4240 [Final Native Static Public]
    FGameplayTag GetCharacterAttributeTag(const FGameplayAttribute& Attribute); // 0x21c46e0 [Final Native Static Public]
    bool CanApplyMagnitudeToAttribute(AAHBaseCharacter* Character, const FGameplayAttribute& InAttribute, float Magnitude); // 0x21c3c90 [Final Native Static Public]
    bool CanApplyGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass, AAHBaseCharacter* Character); // 0x21c3ee0 [Final Native Static Public]
    FActiveGameplayEffectHandle ApplyOverTimeGameplayEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TMap<float, FGameplayAttribute>& AttributeModifiersMagnitude, float Duration, const FGameplayTag& DurationTag); // 0x21c7b40 [Final Native Static Public]
    void ApplyGEWithMultipleMagnitudesWithHitResultViaDamageEventsSubsystem(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TArray<FHitResult>& MagnitudesArray, const FHitResult& InHitResult, AActor* Instigator); // 0x21c5850 [Final Native Static Public]
    FActiveGameplayEffectHandle ApplyGameplayEffectWithMultipleMagnitudes(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TArray<FGameplayEffectContextHandle>& MagnitudesArray, const FGameplayEffectContextHandle& Context); // 0x21c5bf0 [Final Native Static Public]
    FActiveGameplayEffectHandle ApplyGameplayEffectWithMagnitudeAndContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, float Magnitude, FGameplayTag& GameplayTag, const FGameplayEffectContextHandle& Context); // 0x21c61d0 [Final Native Static Public]
    FActiveGameplayEffectHandle ApplyGameplayEffectWithContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const FGameplayEffectContextHandle& Context); // 0x21c71b0 [Final Native Static Public]
    FActiveGameplayEffectHandle ApplyGameplayEffectToTargetWithContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetASComponent, const FGameplayEffectContextHandle& Context); // 0x21c6c60 [Final Native Static Public]
    FActiveGameplayEffectHandle ApplyGameplayEffectToTarget(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetASComponent); // 0x21c7720 [Final Native Static Public]
    TArray<void> ApplyGameplayEffectsToPlayer(UObject* InWorldContextObject, const TArray<TArray<void>>& InGameplayEffectsClasses); // 0x21c8330 [Final Native Static Public]
    TArray<void> ApplyGameplayEffects(AAHBaseCharacter* Character, const TArray<TArray<void>>& InEffects); // 0x21c4830 [Final Native Static Public]
    FActiveGameplayEffectHandle ApplyGameplayEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass); // 0x21c7f10 [Final Native Static Public]

// UAHAchievementSubsystem (/Script/AtomicHeart.AHAchievementSubsystem)
    bool UpdateAchievementProgress(const EAchievements& Achievement, float CurrentProgress, float MaxValue); // 0x21cac30 [Final Native Public]
    void UnlockUpgradeWeaponAchievement(UCraftItemWindowWidget* UpgradedWeaponSlots); // 0x21c9ac0 [Final Native Public]
    void UnlockDialogAchievement(const FName& DialogueId, const EAchievements& Achievement); // 0x21c9f90 [Final Native Public]
    void UnlockCraftAchievementWeapons(UDA_ItemBase* WeaponData); // 0x21ca910 [Final Native Public]
    void UnlockCraftAchievementConsumable(UDA_ItemBase* ConsumableData); // 0x21ca110 [Final Native Public]
    void UnlockBossAchievement(AAHBaseCharacter* BossCharacter); // 0x21cab50 [Final Native Public]
    void OnScanEvent(FGameplayEvent& Event); // 0x21c91b0 [Final Native Protected]
    void OnPlayerEvents(FGameplayEvent& Event); // 0x21c97e0 [Final Native Protected]
    void OnHardCoreAchievement(FGameplayEvent& Event); // 0x21c8d90 [Final Native Protected]
    void OnCraftEvent(FGameplayEvent& Event); // 0x21c95d0 [Final Native Protected]
    void OnCorpseTransformationEvent(FGameplayEvent& Event); // 0x21c8b80 [Final Native Protected]
    void OnChangeDifficulty(FGameplayTag& DifficultyTag); // 0x21c8a90 [Final Native Protected]
    void OnAIEvent(FGameplayEvent& Event); // 0x21c93c0 [Final Native Protected]
    void OnAchievementEvent(FGameplayEvent& Event); // 0x21c8fa0 [Final Native Protected]
    void IncrementStatueDestruction(); // 0x21cab10 [Final Native Public]
    void IncrementPlasmagunAchievement(); // 0x21c99f0 [Final Native Public]
    void IncrementAppleAchievement(); // 0x21ca9f0 [Final Native Public]
    void HardcoreGameComplete(); // 0x21c9a10 [Final Native Public]

// UAHActorTrackingHandle (/Script/AtomicHeart.AHActorTrackingHandle)
    void SetInitialSoftObjectPtr(const TSoftObjectPtr<AActor>& Value); // 0x21cc010 [Final Native Public]
    AActor* GetTrackedActor(); // 0x21cbfb0 [Final Native Public]

// UAHWorldSubsystem (/Script/AtomicHeart.AHWorldSubsystem)
    void OnSublevelLoaded(ULevelStreaming* InLevelStreaming); // 0x2201250 [Native Protected]
    void K2_OnWorldBeginPlay(); // 0x274f500 [Event Public]

// UAHActorTrackingSubsystem (/Script/AtomicHeart.AHActorTrackingSubsystem)
    void UnbindAllActorOnUnloaded(TSoftObjectPtr<AActor>& ObjectPtr, UObject* Object); // 0x21cc5c0 [Final Native Public]
    void UnbindAllActorOnLoaded(TSoftObjectPtr<AActor>& ObjectPtr, UObject* Object); // 0x21cc7c0 [Final Native Public]
    void UnbindActorOnUnloaded(TSoftObjectPtr<AActor>& ObjectPtr, const FScriptDelegate& Delegate); // 0x21cc9c0 [Final Native Public]
    void UnbindActorOnLoaded(TSoftObjectPtr<AActor>& ObjectPtr, const FScriptDelegate& Delegate); // 0x21ccc50 [Final Native Public]
    void OnCharacterMovedToAnotherLevel(AActor* MovedActor); // 0x21cc4d0 [Final Native Private]
    AActor* GetTrackingActor(TSoftObjectPtr<AActor>& ObjectPtr); // 0x21cd3b0 [Final Native Public]
    void BindActorOnUnloaded(TSoftObjectPtr<AActor>& ObjectPtr, const FScriptDelegate& Delegate); // 0x21ccee0 [Final Native Public]
    void BindActorOnLoaded(TSoftObjectPtr<AActor>& ObjectPtr, const FScriptDelegate& Delegate); // 0x21cd0f0 [Final Native Public]

// UAHBaseAnimInstance (/Script/AtomicHeart.AHBaseAnimInstance)
    void RemoveAllShakes(); // 0x21d5ef0 [Final Native Public]
    void GetShakeWeaponOffset(const FName& InBone, const FVector& Translation, const FRotator& Rotation); // 0x21d5f10 [Final Native Public]
    float GetCurrentAimProgress(const bool& bIsAiming); // 0x21d6100 [Native Public]
    bool ApplyHandsShakeByTag(const FName& BoneName, FGameplayTag& ShakeTag, float ShakeStrength); // 0x21d6200 [Final Native Public]
    bool ApplyHandsShake(const FName& BoneName, TSubclassOf<UHandsShake> HandsShake, float ShakeStrength); // 0x21d63f0 [Final Native Public]

// UAHCharacterAnimInstance (/Script/AtomicHeart.AHCharacterAnimInstance)
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x21e9f80 [Native Protected]
    void K2_OnBaseCharacterEndPlay(); // 0x274f500 [Event Public]
    bool IsAbilityActive(const ECharacterAbilities& Ability); // 0x21ea0d0 [Final Native Protected]
    UDA_WeaponAnimations* GetWeaponAnimationData(); // 0x21ea8d0 [Final Native Protected]
    EEquipableItemType GetItemType(); // 0x21ea210 [Final Native Protected]
    bool GetIsTwoHandedItemEquipped(); // 0x21ea410 [Final Native Protected]
    bool GetIsOutOfStamina(); // 0x10b1e60 [Final Native Protected]
    EHandedness GetEquippedItemHandedness(); // 0x21ea310 [Final Native Protected]
    UDA_EquipableItemAnimations* GetEquipableItemAnimationData(); // 0x21eaa00 [Final Native Protected]
    ABaseWeapon* GetCurrentWeapon(); // 0x21ea0a0 [Final Native Protected]
    float GetCharacterVelocity(); // 0x21eab20 [Final Native Protected]
    UAnimSequenceBase* GetCharacterSequenceByTag(const FGameplayTag& InTag); // 0x21ea7e0 [Final Native Protected]
    float GetCharacterMovementAngle(); // 0x21eab40 [Final Native Protected]
    float GetCharacterForwardAngle(); // 0x21eab70 [Final Native Protected]
    UBlendSpace* GetCharacterBlendSpaceByTag(const FGameplayTag& InTag); // 0x21ea6f0 [Final Native Protected]
    UBlendSpace1D* GetCharacterBlendSpace_1DByTag(const FGameplayTag& InTag); // 0x21ea600 [Final Native Protected]
    UAimOffsetBlendSpace* GetCharacterAimOffsetByTag(const FGameplayTag& InTag); // 0x21ea510 [Final Native Protected]

// UAHAIAnimInstance (/Script/AtomicHeart.AHAIAnimInstance)
    bool IsExecutingMeleeAttack(); // 0x21cd780 [Final Native Protected]
    bool IsEnemySensed(); // 0x21cd880 [Final Native Protected]
    bool IsAIAbilityActive(const EAIAbilities& Ability); // 0x21cd990 [Final Native Protected]
    bool GetUseLookAt(); // 0x21cd6e0 [Final Native Protected]
    bool GetUseAimOffset(); // 0x21cd730 [Final Native Protected]
    ESide GetTurnSide(); // 0x21cd8e0 [Final Native Protected]
    float GetThresholdAnimationTurnInDegrees(); // 0x21cd810 [Final Native Protected]
    float GetDegreesToTurn(); // 0x21cd930 [Final Native Protected]
    AAHAICharacter* GetAICharacter(); // 0x21cd6b0 [Final Native Protected]
    bool DoesSupportInPlaceRootMotionRotation(); // 0x21cdad0 [Final Native Public]

// UAHGameplayAbility (/Script/AtomicHeart.AHGameplayAbility)
    bool IsMeetingDLCRequirements(); // 0x2201750 [Final Native Public]

// UAHCharacterAbility (/Script/AtomicHeart.AHCharacterAbility)
    void ResetAdditiveProbability(); // 0x21e9930 [Final Native Public]
    void OnTickWrapper(float DeltaTime); // 0x21e9620 [Final Native Private]
    void OnTick(float DeltaTime); // 0x21e9860 [Native Protected]
    void OnPlayMontageAndWaitTaskInterrupted(); // 0x21e58a0 [Native Protected]
    void OnPlayMontageAndWaitTaskCompleted(); // 0x21e9720 [Native Protected]
    void OnPlayMontageAndWaitTaskCancelled(); // 0x21e5860 [Native Protected]
    void OnPlayMontageAndWaitTaskBlendOut(); // 0x21e5880 [Native Protected]
    void OnDebugCategorySwitched(const FName& InDebugCategory, bool bEnabled); // 0x21e94e0 [Final Native Private]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x21e9740 [Native Protected]
    void K2_OnCharacterEvent(FAHCharacterEvent& Event); // 0x274f500 [Event Protected]
    bool IsOwnedByAICharacter(); // 0x21e9ad0 [Final Native Public]
    AAHPlayerController* GetCheckedCachedPlayerController(); // 0x21e9ab0 [Final Native Public]
    AAHBaseCharacter* GetCheckedCachedCharacterOwner(); // 0x14a0d20 [Final Native Public]
    AAHPlayerController* GetCachedPlayerController(); // 0x21e9ab0 [Final Native Public]
    AAHBaseCharacter* GetCachedCharacterOwner(); // 0x14a0d20 [Final Native Public]
    AAHAICharacter* GetCachedAICharacterOwner(); // 0x21e9b00 [Final Native Public]
    float GetActiveProbability(); // 0x21e9a60 [Final Native Public]
    void AddProbability(float InProbability); // 0x21e9950 [Final Native Public]

// UAHAICharacterAbility (/Script/AtomicHeart.AHAICharacterAbility)
    void SetCanBeActivatedDuringCutscene(bool bCanBeActivated); // 0x21d2a60 [Final Native Public]
    void OnMontageEnded(UAnimMontage* Montage, bool bInterrupted); // 0x21d28e0 [Native Protected]
    void OnAbilityMontageEnded(); // 0x21d2a40 [Native Protected]

// UAHAIBurnAbility (/Script/AtomicHeart.AHAIBurnAbility)
    void ManuallySetCharacterOnFire(AAHAICharacter* Victim, float DPS, float Duration, bool bUseScorchPriority, bool bRandomScorchingSpeedMult, float ScorchingSpeedMultMin, float ScorchingSpeedMultMax); // 0x21cde00 [Final Native Static Public]

// AAHBaseCharacter (/Script/AtomicHeart.AHBaseCharacter)
    void UnsubscribeObjectFromCharacterEvents(UObject* Object, TSet<AHCharacterEventType>& EventsList); // 0x21dd2a0 [Final Native Public]
    void UnsubscribeCharacterEvent(const FScriptDelegate& Event, TSet<AHCharacterEventType>& EventsList); // 0x21dd060 [Final Native Public]
    void TryEndAssistantDialog(const FGameplayTag& DialogTag); // 0x21de700 [Final Native Public]
    bool TryActivateBark(const FGameplayTag& BarkTag); // 0x21deba0 [Final Native Public]
    bool TryActivateAudioTheme(const FGameplayTag& ThemeTag); // 0x21df250 [Final Native Public]
    bool TryActivateAudioDiary(const FGameplayTag& AudioDiaryTag); // 0x21de940 [Final Native Public]
    bool TryActivateAssistantDialog(const FGameplayTag& DialogTag); // 0x21de7e0 [Final Native Public]
    bool TryActivateAbility(const ECharacterAbilities& AbilityType, bool bIsAlreadyActive); // 0x21dc290 [Final Native Public]
    void SubscribeCharacterEvent(const FScriptDelegate& Event, TSet<AHCharacterEventType>& EventsList); // 0x21dd4a0 [Final Native Public]
    void StopPlayingAudioDiary(); // 0x21de920 [Final Native Public]
    void StopPlayingAssistantDialogs(); // 0x21de7c0 [Final Native Public]
    void ShowPoisonVignette(); // 0x21dd860 [Native Public]
    void ShowAudioDiaryNotification(const FGameplayTag& AudioDiaryTag); // 0x21dea80 [Final Native Public]
    bool ShouldShowInteractiveUI(); // 0x21d8930 [Native Public]
    void SetIsScriptedWithSettings(bool bInIsScripted, FCutsceneScriptedSettings& InSettings); // 0x21de160 [Final Native Public]
    void SetIsScripted(bool bInIsScripted, bool bInEquipWeapon, float TransitionTime, UCurveFloat* Curve); // 0x21de310 [Final Native Public]
    void SetHolsteredMode(bool bHolsterIsActive); // 0x21ddb30 [Final Native Public]
    void SetGenericTeamId(FGenericTeamId& In_TeamID); // 0x21dc5d0 [Native Public]
    void SetCurrentItemVisible(bool bInIsVisible); // 0x21dda50 [Final Native Public]
    void SetCharacterGameplayTag(FGameplayTag& Tag); // 0x21dce10 [Final Native Public]
    void SetCanTurn(bool bInCanTurn); // 0x21dd780 [Final Native Public]
    void SetAnimProgressPlayRate(const EAnimProgressCategory& Category, float InPlayRate); // 0x21e0090 [Final Native Public]
    void Revive(); // 0x21d77e0 [Native Protected]
    void RemoveAudioThemeParameter(const FAudioThemeParameter& ThemeParameter); // 0x21deed0 [Final Native Public]
    void ReEquipLastItem(); // 0x21de600 [Final Native Public]
    float ProcessIncomingDamage(float DamageDone, FHitParameters& HitParameters); // 0x21db8e0 [Native Event Public]
    void OnSmoothRotationTick(float CurrentRotationSpeed, float FrameDeltaTime); // 0x21dd880 [Native Public]
    void OnShowPoisonVignette(); // 0x274f500 [Event Public]
    void OnRootComponentEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x21d6c00 [Final Native Private]
    void OnRootComponentBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x21d6fb0 [Final Native Private]
    void OnPickupItemReachedOut(); // 0x21dda30 [Native Public]
    void OnPickupItemCompleted(); // 0x21dd9f0 [Native Public]
    void OnPickupHideItem(); // 0x21dda10 [Native Public]
    void OnNewFootstep(const EFootMoveType& FootMoveType, const EFootstepType& FootstepType, const EFootstepForce& FootstepForce, const EFootstepForce& FootstepVFXForceOverride, const FName& FootstepSocketName); // 0x21dde70 [Final Native Public]
    void OnGameplayEffectAppliedToSelf(UAbilitySystemComponent* InAbilitySystemComponent, FGameplayEffectSpec& InGameplayEffectSpec, const FActiveGameplayEffectHandle& InActiveGameplayEffectHandle); // 0x21d75c0 [Final Native Protected]
    void OnFirstTick(); // 0x21d7800 [Native Protected]
    void OnDifficultyOptionChanged(FGameplayTag& DifficultyTag); // 0x21d6ae0 [Final Native Private]
    void OnDamageReceivedEventWithTags(FGameplayTagContainer& DamageTypes, FHitResult& HitResult); // 0x274f500 [Event Protected]
    void OnAttackStart(ABaseWeapon* Weapon); // 0xec5570 [Native Event Public]
    void OnAnyGameplayEffectRemoved(FActiveGameplayEffect& ActiveGameplayEffect); // 0x21d7490 [Final Native Protected]
    void OnAbilitySystemActiveStateDestroyed(); // 0x21d7470 [Native Protected]
    void OnAbilityAssetLoaded(); // 0x21d6ac0 [Final Native Private]
    bool K2_TryActivateAbilityByGameplayEvent(const ECharacterAbilities& AbilityType, FGameplayEventData& Payload, FGameplayTag& EventTag, bool bTakeTagFromAbility, bool bIsAlreadyActive); // 0x21dbe00 [Final Native Public]
    void K2_RemoveGameplayTags(FGameplayTagContainer& InGameplayTags); // 0x21db3f0 [Final Native Public]
    void K2_RemoveGameplayTag(FGameplayTag& InGameplayTag); // 0x21db690 [Final Native Public]
    void K2_ProcessingPolymerCorrosionForActor(FHitResult& HitResult, float Duration); // 0x21dfec0 [Native Public]
    void K2_PerformTimedCustomTaggedAction(const FGameplayTag& TagContainer, const ENotifyReceivedType& NotifyReceivedType, float NotifyDuration); // 0x274f500 [Event Public]
    void K2_PerformCustomTaggedAction(const FGameplayTag& ActionTag); // 0x274f500 [Event Public]
    void K2_ModifyIncomingDamageWithSpecialDamageResistance(float InDamage, const float& OutDamage); // 0x21d7d30 [Native Event Public]
    UAHCharacterAbility* K2_GetCharacterAbility(const ECharacterAbilities& CharacterAbilityType); // 0x21d8c30 [Final Native Public]
    void K2_AddLocalTransformScoped(const FTransform& MeshDeltaTransform, const FTransform& CapsuleDeltaTransform, bool bSweepMesh, bool bSweepCapsule); // 0x21df590 [Final Native Public]
    void K2_AddGameplayTags(FGameplayTagContainer& InGameplayTags); // 0x21db520 [Final Native Public]
    void K2_AddGameplayTag(FGameplayTag& InGameplayTag); // 0x21db7a0 [Final Native Public]
    bool IsVaulting(); // 0x21e0720 [Final Native Public]
    void IsSpecialWeakSpotHit(const FVector& HitLocation, const bool& bOutSpecialWeakSpotHit, const FName& OutSpecialWeakSpotBoneName); // 0x21d8220 [Final Native Public]
    void IsSpecialThickSpotHitByPhysMat(UPhysicalMaterial* HitMaterial, const bool& bOutSpecialWeakSpotHit); // 0x21d7e80 [Final Native Public]
    void IsSpecialThickSpotHit(const FVector& HitLocation, const bool& bOutSpecialWeakSpotHit, const FName& OutSpecialThickSpotBoneName); // 0x21d7fe0 [Final Native Public]
    bool IsSeenByEnemies(); // 0x21db8b0 [Final Native Public]
    bool IsDrivingVehicle(); // 0x21d7cb0 [Final Native Public]
    bool IsClimbing(); // 0x21e0650 [Final Native Public]
    bool IsAlive(bool bCheckAttributes); // 0x21dcc80 [Final Native Public]
    bool IsAbilityActive(const ECharacterAbilities& InAction); // 0x21dbd20 [Final Native Public]
    bool HasLastChance(); // 0x21dfda0 [Native Public]
    bool HasGameplayTags(FGameplayTagContainer& InGameplayTags); // 0x21db1c0 [Final Native Public]
    bool HasGameplayTag(FGameplayTag& InGameplayTag); // 0x21db2f0 [Final Native Public]
    bool HasDefaultAbility(const ECharacterAbilities& InAbilityType); // 0x21d8710 [Final Native Public]
    bool HasAnyGameplayTags(FGameplayTagContainer& InGameplayTags); // 0x21db090 [Final Native Public]
    bool HasActiveSkill(UDA_Skill* InSkill); // 0x21d7ba0 [Final Native Public]
    bool HasAbility(const ECharacterAbilities& InAbilityType); // 0x21d8850 [Final Native Public]
    UAHWwiseSkeletalComponent* GetWwiseSkeletalComponent(); // 0x21d8590 [Final Native Public]
    UAHWwiseSkeletalComponent* GetWwiseFPLegsSkeletalComponent(); // 0x21d8550 [Final Native Public]
    UAHWwiseSkeletalComponent* GetWwiseFPHandsSkeletalComponent(); // 0x21d8570 [Final Native Public]
    int32 GetWeaponInventoryAmmoCount(ABaseWeapon* Weapon); // 0x21df8c0 [Native Public]
    float GetUncrouchSpeed(); // 0x21dca20 [Native Public]
    UGameplayTimerContainer* GetTimerContainer(); // 0x21dd740 [Final Native Public]
    float GetTemperature(); // 0x21dcba0 [Final Native Public]
    uint8 GetTeamAttitudeTowardsCharacter(AAHBaseCharacter* OtherCharacter); // 0x21dc400 [Final Native Public]
    float GetStamina(); // 0x13a87f0 [Final Native Public]
    float GetScalarFromActiveSkill(UDA_SkillScalarMultiplier* Skill, float DefaultScalarValue); // 0x21d7a00 [Final Native Public]
    float GetRageResourcePercentage(); // 0x21dc810 [Native Public]
    float GetRageResource(); // 0x21dc850 [Native Public]
    float GetProgressMeleeAttack(); // 0x21dc910 [Native Public]
    AAHPlayerController* GetPlayerController(); // 0x21dcde0 [Final Native Public]
    AAHPlayerCameraManager* GetPlayerCameraManager(); // 0x21dfa20 [Native Public]
    APermanentWeapon* GetPermanentWeapon(); // 0x21dde10 [Native Public]
    void GetPermanentItems(const TArray<void>& PermanentItems); // 0x21ddc60 [Final Native Public]
    FName GetMeshCollisionDefaultProfileName(); // 0x21e05d0 [Final Native Public]
    float GetMaxStamina(); // 0x13a87f0 [Final Native Public]
    float GetMaxRageResource(); // 0x21dc790 [Native Public]
    float GetMaxMovementSpeed(); // 0x21dc950 [Native Public]
    float GetMaxHealth(); // 0x21dcd80 [Final Native Public]
    float GetMaxEnergy(); // 0x21dcc20 [Final Native Public]
    float GetMaxDodgeCharges(); // 0x21dc890 [Native Public]
    float GetMaxAir(); // 0x13a87f0 [Final Native Public]
    float GetLastStickTurnRate(); // 0x21dc710 [Final Native Public]
    float GetLastStickLookUpRate(); // 0x21dc6f0 [Final Native Public]
    float GetLastMouseTurnRate(); // 0x21dc6d0 [Final Native Public]
    float GetLastMouseLookUpRate(); // 0x21dc6b0 [Final Native Public]
    TArray<void> GetItems(); // 0x21ddd50 [Native Public]
    bool GetIsSpecialAbilityActive(int32 AbilityButtonNumber); // 0x21dfdd0 [Native Public]
    bool GetIsOutOfStamina(); // 0x10b1e60 [Final Native Public]
    bool GetIsHrazDialogPlaying(); // 0x21dc730 [Final Native Public]
    float GetInstigatedDamageMultiplier(); // 0x21dc990 [Final Native Public]
    float GetHealth(); // 0x21dcdb0 [Final Native Public]
    FGenericTeamId GetGenericTeamId(); // 0x21dc590 [Native Public]
    int32 GetGameplayTagCount(FGameplayTag& InGameplayTag); // 0x21dafa0 [Final Native Public]
    FVector GetFeetLocation(); // 0x21e0610 [Final Native Public]
    float GetEnergyRestoreStartThreshold(); // 0x21dcaa0 [Final Native Public]
    float GetEnergy(); // 0x21dcc50 [Final Native Public]
    float GetElectricLockpickTime(); // 0x21dc9f0 [Final Native Public]
    float GetElectricCharge(); // 0x21dc9c0 [Final Native Public]
    float GetEffectResistance(FGameplayTag& InputEffectTag); // 0x21d8460 [Final Native Public]
    float GetDodgeCharges(); // 0x21dc8d0 [Native Public]
    float GetCustomTimeDilation(); // 0x21dcb20 [Final Native Public]
    float GetCurveScalarFromActiveSkill(UDA_SkillScalarMultiplier* Skill, float InTime, float DefaultScalarValue); // 0x21d7820 [Final Native Public]
    ABaseWeapon* GetCurrentWeapon(); // 0x21dde40 [Native Public]
    int32 GetCurrentRageStage(); // 0x21dc760 [Native Public]
    float GetCurrentObstacleAlpha(); // 0x21de5b0 [Final Native Public]
    AEquipableItem* GetCurrentItem(); // 0x21ddde0 [Native Public]
    UInteractiveComponent* GetCurrentInteractiveComponent(); // 0x21dd710 [Native Public]
    int32 GetCurrentInteractionLocationIndex(); // 0x21dd6e0 [Native Public]
    UDialogueCharacterComponent* GetCurrentDialogComponent(); // 0x21df9b0 [Final Native Public]
    float GetCrouchSpeed(); // 0x21dca60 [Native Public]
    AAHWheeledVehicle* GetControlledVehicle(); // 0x21d7ce0 [Final Native Public]
    FVector GetCharacterPelvisBoneLocation(); // 0x21d8660 [Final Native Public]
    USkeletalMeshComponent* GetCharacterMesh(); // 0x21e05f0 [Final Native Public]
    FVector GetCharacterHeadBoneLocation(); // 0x21d85b0 [Final Native Public]
    FGameplayTag GetCharacterGameplayTag(); // 0x21dcf20 [Final Native Public]
    UAudioDiaryComponent* GetAudioDiaryComponent(); // 0x21dd760 [Final Native Public]
    float GetAir(); // 0x13a87f0 [Final Native Public]
    float GetAbsoluteRageResourcePercentage(); // 0x21dc7d0 [Native Public]
    UMercunaObstacleComponent* Get3DObstacleComponent(); // 0x21d7d10 [Final Native Public]
    void ForceEquipItem(AEquipableItem* InItem, FCharacterAndItemPairedMontages& InOverridePairedMontages); // 0x21dfa50 [Final Native Public]
    void ForcedUnequipCurrentItem(bool bIsImmediate); // 0x21de620 [Final Native Public]
    void ForceAbilityFinalize(const ECharacterAbilities& Ability); // 0x21dbab0 [Final Native Public]
    void EquipPreviousWeapon(); // 0x21de5e0 [Native Public]
    void EndAudioTheme(const FGameplayTag& ThemeTag); // 0x21dedb0 [Final Native Public]
    void EndAbility(const ECharacterAbilities& Ability); // 0x21dbb80 [Final Native Public]
    void CloseRadialMenu(); // 0x21e05b0 [Native Public]
    bool CanUncrouch(bool bCheckOnlyIfCrouching); // 0x21e0750 [Final Native Public]
    bool CanInteract(); // 0x21d8960 [Final Native Public]
    void CancelAudioTheme(const FGameplayTag& ThemeTag); // 0x21dec90 [Final Native Public]
    void CancelAbility(const ECharacterAbilities& Ability); // 0x21dbc50 [Final Native Public]
    void BroadcastCharacterEvent(FAHCharacterEvent& Event); // 0x21dcf40 [Final Native Public]
    void BroadcastCapsuleSizeChanged(float InCapsuleSize); // 0x21d8d10 [Native Event Public]
    void ApplyHitWithParamsViaDamageEventsSubsystemV3(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float ImpulseStrength, const FHitResult& InHitResult, float Damage, bool bCanDamageTeammates); // 0x21d8de0 [Final Native Public]
    void ApplyHitWithParamsViaDamageEventsSubsystemV2(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, const FHitResult& InHitResult, float Damage, bool bCanDamageTeammates); // 0x21d93c0 [Final Native Public]
    void ApplyHitWithParamsViaDamageEventsSubsystem(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float Damage, bool bCanDamageTeammates); // 0x21d9910 [Final Native Public]
    void ApplyHitWithParamsAndImpulse(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float ImpulseStrength, float Damage, bool bCanDamageTeammates, bool bCanPossiblyKillTarget); // 0x21d9d00 [Final Native Public]
    void ApplyHitWithParams(const FGameplayTagContainer& DamageTypes, AActor* InInstigator, AActor* Source, const FVector& HitFromDirection, float Damage, bool bCanDamageTeammates, bool bCanPossiblyKillTarget); // 0x21da4c0 [Final Native Public]
    void ApplyHit(UDA_HitSettings* HitSettings, const bool& bGEApplied, FActiveGameplayEffectHandle& GEHandle, float Damage); // 0x21dab80 [Final Native Public]
    bool ApplyHandsShake(const FName& BoneName, TSubclassOf<UHandsShake> HandsShake); // 0x21d8990 [Final Native Public]
    void ApplyAudioThemeParameter(const FAudioThemeParameter& ThemeParameter); // 0x21df090 [Final Native Public]
    void AnimProgressUpdate(const EAnimProgressCategory& Category, float DeltaTime); // 0x21e02d0 [Final Native Public]
    void AnimProgressStop(const EAnimProgressCategory& Category); // 0x21e0200 [Final Native Public]
    void AnimProgressStart(const EAnimProgressCategory& Category, float Duration); // 0x21e0440 [Final Native Public]
    void AddImpulse(const FVector& ImpulseDirection, float ImpulseStrength, bool bVelocityChange); // 0x21df390 [Final Native Public]

// AAHAICharacter (/Script/AtomicHeart.AHAICharacter)
    bool WasDeserialized(); // 0x21d0c80 [Final Native Public]
    void UnloadDestructibleActorTemplate(); // 0x21cf1f0 [Final Native Public]
    bool TryGetFollowLocation(const FVector& FollowLocation); // 0x21d04f0 [Final Native Public]
    bool TryActivateFightStagingAbility(); // 0x21d0d80 [Final Native Public]
    bool TryActivateAIAbility(const EAIAbilities& AbilityType, bool bIsAlreadyActive, UDataAsset* InOverriddenDataAsset); // 0x21cffd0 [Final Native Public]
    void SwitchTeamToMatchCharacterAttitude(AAHBaseCharacter* OtherCharacter, uint8 TargetTeamAttitude); // 0x21d0e10 [Final Native Public]
    void Suicide(); // 0x21cf930 [Native Public]
    bool SpawnDestructibleActor(FTransform& SpawnTransformOverride, const ESpawnActorCollisionHandlingMethod& SpawnActorCollisionHandlingMethod, bool bIsLoaded); // 0x21ced00 [Final Native Protected]
    void SnapCapsuleToGround(); // 0x21cf1d0 [Final Native Public]
    void SetTargetObject(AActor* TargetObject); // 0x21d1040 [Final Native Public]
    void SetTargetEnemy(AAHBaseCharacter* TargetEnemy, bool bIgnoreScriptedEnemies, bool bForceUpdate); // 0x21d1220 [Final Native Public]
    void SetTargetAlly(AAHBaseCharacter* TargetAlly); // 0x21d1130 [Final Native Public]
    void SetShouldConsiderWayPointOrder(bool bInShouldConsiderWayPointOrder); // 0x21d0ac0 [Final Native Public]
    void SetSchedule(UDA_AISchedule* NewSchedule); // 0x21cf2a0 [Final Native Public]
    void SetLookAtLocation(const FVector& NewLookAtLocation); // 0x21d0370 [Native Public]
    void SetIsPassive(bool bIn_IsPassive); // 0x21d09e0 [Final Native Public]
    void ResetLookAtLocation(bool bForceResetLookAtLocation); // 0x21d0290 [Final Native Public]
    void PreloadDestructibleActorTemplate(); // 0x21cf220 [Final Native Public]
    void OnStealthStateChanged(const EStealthState& NewStealthState); // 0x21cef50 [Native Protected]
    void OnSignificanceChanged(AActor* OwnerActor, const ESignificanceLevels& PreviousSignificanceLevel, const ESignificanceLevels& NewSignificanceLevel); // 0x21ceaa0 [Final Native Protected]
    void OnInitialLevelUnloaded(); // 0x21cea40 [Native Protected]
    void OnInitialLevelShown(); // 0x21cea20 [Native Protected]
    void OnInitialLevelSerializationBegan(); // 0x21cea80 [Native Protected]
    void OnInitialLevelLoaded(); // 0x21cea60 [Native Protected]
    void OnInitialLevelHidden(); // 0x21cea00 [Native Protected]
    void OnContainerLooted(APickupableItemContainer* Container); // 0x21ce720 [Final Native Protected]
    void OnAnimInstanceChanged(); // 0x21ce700 [Final Native Private]
    void LoadDeadState(); // 0x21d09c0 [Native Public]
    bool K2_TryActivateAIAbilityByGameplayEvent(const EAIAbilities& AbilityType, FGameplayEventData& Payload, FGameplayTag& EventTag, bool bTakeTagFromAbility, bool bIsAlreadyActive); // 0x21cfb40 [Final Native Public]
    void K2_OnSpawnDestructibleActorSound(FTransform& SpawnTransform); // 0x274f500 [Event Protected]
    void K2_OnRevive(); // 0x274f500 [Event Protected]
    void K2_OnLoadDeathState(bool bDisintegrated, bool bStealthKilled, FGameplayTagContainer& DeathDamageTags); // 0x274f500 [Event Protected]
    void K2_OnDeath(FHitParameters& HitParameters, bool bDisintegrated, bool bStealthKilled); // 0x274f500 [Event Protected]
    void K2_OnDamageReceived(FHitParameters& HitParameters); // 0x274f500 [Event Protected]
    void K2_OnAIAbilityActive(UAHAICharacterAbility* AIAbility, bool bActive); // 0x274f500 [Event Public]
    UAHAICharacterAbility* K2_GetAICharacterAbility(const EAIAbilities& AIAbilityType); // 0x21d0600 [Final Native Public]
    bool IsSubtypeInitialized(); // 0x21cf240 [Final Native Public]
    bool IsInRepair(); // 0x21cf050 [Final Native Public]
    bool IsEnemySensed(bool bCheckImmediateVisibility); // 0x21d08d0 [Native Public]
    bool IsEnemyHeared(); // 0x21d08a0 [Native Public]
    bool IsAIAbilityActive(const EAIAbilities& AbilityType); // 0x21cf950 [Final Native Public]
    bool IsAggressive(); // 0x21cf600 [Final Native Public]
    void InitCharacterSubtype(); // 0x21cf260 [Final Native Public]
    bool HasNewGamePlusBoost(); // 0x21cf020 [Final Native Public]
    bool HasAIAbilityPending(const EAIAbilities& InAIAbilityType); // 0x21d06e0 [Final Native Public]
    bool HasAIAbility(const EAIAbilities& InAIAbilityType); // 0x21d07c0 [Final Native Public]
    FTransform GetTransformForDestructibleActor(); // 0x21cec90 [Native Event Protected]
    AActor* GetTargetObject(); // 0x21cf3a0 [Final Native Public]
    FVector GetTargetEnemyLocationOrFollowLocation(); // 0x21d0450 [Final Native Public]
    AAHBaseCharacter* GetTargetEnemy(bool bCheckFightStaging, bool bForceGetFromBlackboard); // 0x21cf490 [Final Native Public]
    AAHBaseCharacter* GetTargetAlly(); // 0x21cf400 [Final Native Public]
    FVector GetStealthKillInteractionLocation(); // 0x21cf170 [Native Event Public]
    float GetStealthAlpha(); // 0x21d0ca0 [Final Native Public]
    UAHNewGamePlusComponent* GetNewGamePlusComponent(); // 0x21d0d30 [Final Native Public]
    AAHBaseCharacter* GetLastEcosystemSensedCharacter(); // 0x21cf1b0 [Final Native Public]
    AAHBaseCharacter* GetCachedTargetEnemyFromFightStaging(); // 0x21cf460 [Final Native Public]
    AAHAIController* GetAIController(); // 0x21d0d50 [Final Native Public]
    void EndDissolve(UNiagaraComponent* ParticleSystem); // 0x21ce560 [Final Native Private]
    void EnableSignificanceForAbilitySystemComponent(bool bEnable); // 0x21d0ba0 [Final Native Public]
    bool DoesSupportInPlaceRootMotionRotation(); // 0x21d0db0 [Final Native Public]
    void DisintegrationForSkills(); // 0x274f500 [Event Public]
    void CancelAIAbility(const EAIAbilities& AbilityType); // 0x21cfa70 [Final Native Public]
    bool BeginDissolve(bool bImmediately); // 0x21cf080 [Final Native Public]
    void ApplyDamageByTag(float Damage, float StaminaHit, const FGameplayTagContainer& DamageTypeTags, TSubclassOf<UAHGameplayEffect> EffectToApply); // 0x21cf660 [Native Public]

// AAHAIController (/Script/AtomicHeart.AHAIController)
    void StopBehaviorTree(); // 0x21d3490 [Final Native Public]
    void StartBehaviorTree(); // 0x21d34b0 [Final Native Public]
    void SetSenseSightEnabled(bool bIsEnabled); // 0x21d4a90 [Final Native Public]
    void SetSenseHearingEnabled(bool bIsEnabled); // 0x21d49b0 [Final Native Public]
    void SetFollowLocationSpeed(float Speed, float Duration, const FRotator& RotationRate); // 0x21d35d0 [Final Native Public]
    void SetBlackboardWaypoint(AAHWayPoint* NewWaypoint); // 0x21d4420 [Final Native Public]
    void SetBlackboardValueAsObject(const FName& KeyName, UObject* ObjectValue); // 0x21d3b70 [Final Native Public]
    void SetBlackboardValueAsFloat(const FName& KeyName, float Value); // 0x21d3eb0 [Final Native Public]
    void SetBlackboardTargetObject(AActor* NewObject); // 0x21d40a0 [Final Native Public]
    void SetBlackboardTargetEnemy(APawn* NewTarget, bool bForceUpdate); // 0x21d42c0 [Final Native Public]
    void SetBlackboardTargetAlly(APawn* NewAlly); // 0x21d41b0 [Final Native Public]
    void SetBlackboardIsAggressive(bool bValue); // 0x21d38c0 [Final Native Public]
    void SetBlackboardFollowLocation(const FVector& Location); // 0x21d39a0 [Native Public]
    void ResumeBehaviorTree(); // 0x21d34d0 [Final Native Public]
    void PauseBehaviorTree(bool bForceStop); // 0x21d34f0 [Final Native Public]
    void OnTargetPerceptionUpdated(AActor* Actor, const FAIStimulus& Stimulus); // 0x21d2d20 [Final Native Private]
    UObject* GetBlackboardValueAsObject(const FName& KeyName); // 0x21d3a80 [Final Native Public]
    bool GetBlackboardValueAsFloat(const FName& KeyName, const float& OutValue); // 0x21d3d30 [Final Native Public]
    AActor* GetBlackboardTargetObject(); // 0x21d4070 [Final Native Public]
    AAHBaseCharacter* GetBlackboardTargetEnemy(); // 0x21d4290 [Final Native Public]
    AAHBaseCharacter* GetBlackboardTargetAlly(); // 0x21d4180 [Final Native Public]
    AAHAICharacter* GetAICharacter(); // 0x21d3890 [Final Native Public]

// UAHAIPerceptionSystem (/Script/AtomicHeart.AHAIPerceptionSystem)
    void ReportAHNoiseEvent(const FNoiseParameters& NoiseParameters, UObject* WorldContextObject); // 0x21d5060 [Final Native Public]

// AAHAIStaticCharacter (/Script/AtomicHeart.AHAIStaticCharacter)
    void OnShockerClientStateChanged(const EShockerTargetState& NewState); // 0x21d5510 [Final Native Public]

// UAHAutomaticDoorsComponent (/Script/AtomicHeart.AHAutomaticDoorsComponent)
    EDoorsState GetDoorsState(); // 0x21d5c70 [Final Native Public]

// UAHBaseCharacterAttributeSet (/Script/AtomicHeart.AHBaseCharacterAttributeSet)
    void OnRep_Temperature(); // 0x21e2ee0 [Native Protected]
    void OnRep_StaminaDefence(); // 0x21b85b0 [Native Protected]
    void OnRep_Stamina(); // 0x21b85f0 [Native Protected]
    void OnRep_MaxStamina(); // 0x21b85d0 [Native Protected]
    void OnRep_MaxRegenHealthPercent(); // 0x21b48c0 [Native Protected]
    void OnRep_MaxRegenEnergyPercent(); // 0x21e2f20 [Native Protected]
    void OnRep_MaxMovementSpeed(); // 0x21b8610 [Native Protected]
    void OnRep_MaxHealth(); // 0x21e3000 [Native Protected]
    void OnRep_MaxEnergy(); // 0x21e2f60 [Native Protected]
    void OnRep_MaxAir(); // 0x21e2fa0 [Native Protected]
    void OnRep_IncomingDamageMultiplier(); // 0x21e2ea0 [Native Protected]
    void OnRep_HealthRatio(); // 0x21e2fe0 [Native Protected]
    void OnRep_Health(); // 0xf824d0 [Native Protected]
    void OnRep_EnergyRestoreStartThreshold(); // 0x21e2f40 [Native Protected]
    void OnRep_Energy(); // 0x21e2f80 [Native Protected]
    void OnRep_ElectricLockpickTime(); // 0x21e2f00 [Native Protected]
    void OnRep_ElectricCharge(); // 0x21e2ec0 [Native Protected]
    void OnRep_Defence(); // 0x21b48a0 [Native Protected]
    void OnRep_Air(); // 0x21e2fc0 [Native Protected]

// AAHBaseCorpse (/Script/AtomicHeart.AHBaseCorpse)
    USkeletalMeshComponent* GetMesh(); // 0x21e4350 [Final Native Public]

// AAHBaseElevator (/Script/AtomicHeart.AHBaseElevator)
    void OnStreamingComplete(); // 0x21e49c0 [Final Native Private]
    void OnPauseBeforeOpenDurationElapsed(); // 0x21e49c0 [Final Native Private]
    void OnOverlapAutoOpenSensorEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x21e49e0 [Final Native Private]
    void OnOverlapAutoOpenSensorBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x21e4c50 [Final Native Private]
    void OnExitFromAutoOpenSensorEvent(AActor* InOtherActor); // 0x274f500 [Event Protected]
    void OnEnterToAutoOpenSensorEvent(AActor* InOtherActor); // 0x274f500 [Event Protected]
    void OnDoorsStateChanged(const EDoorsState& PreviousState, const EDoorsState& NewState); // 0x21e4870 [Final Native Private]
    void InvokeToLastFloor(); // 0x21e5230 [Final Native Public]
    void InvokeToFloor(const FElevatorTargetInfo& InRequestInfo); // 0x21e52a0 [Final Native Public]
    void InvokeToFirstFloor(); // 0x21e53a0 [Final Native Public]
    bool GetIsPlayerCapsule(AActor* OtherActor, UPrimitiveComponent* OtherComponent); // 0x21e5000 [Native Event Protected]
    EElevatorState GetCurrentState(); // 0x21e5170 [Final Native Public]
    int32 GetCurrentFloor(); // 0x21e5190 [Final Native Public]
    int32 GetCurentSplinePoint(); // 0x21e5200 [Final Native Public]

// UAHBaseHUDWidget (/Script/AtomicHeart.AHBaseHUDWidget)
    void ToggleWorldMap(); // 0x21e5860 [Native Public]
    void ToggleRadialMenu(); // 0x21e5820 [Native Public]
    void ToggleQuestsJournal(); // 0x21e5880 [Native Public]
    void ToggleLoreMenu(); // 0x21e5840 [Native Public]
    void ToggleInventory(); // 0x21e58a0 [Native Public]
    void ToggleCraftWindow(AAHCraftMachine* InCraftMachine); // 0x1a78030 [Native Public]
    void OpenSubMenu(const ESubMenuType& InMenuType); // 0x21e5750 [Native Protected]
    void OnSaveGameLoadedEvent(); // 0x274f500 [Event Public]

// AAHBaseNTD (/Script/AtomicHeart.AHBaseNTD)
    UArrowComponent* GetArrow(); // 0x1ad4d60 [Final Native Protected]

// AAHBoobyTrap (/Script/AtomicHeart.AHBoobyTrap)
    void SetLifetime(float InLifetime); // 0x21e74c0 [Final Native Public]
    void SetActivationRadius(float Radius); // 0x21e73e0 [Final Native Public]
    void OnExplode(); // 0x21e73c0 [Final Native Protected]
    void OnDeath(AActor* DamagedActor, float Damage, UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser); // 0x21e6bb0 [Final Native Protected]
    void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x21e6eb0 [Final Native Protected]
    void K2_OnTriggered(float TimeToExplosion); // 0x274f500 [Event Protected]
    void K2_OnSelfDestruct(); // 0x274f500 [Event Protected]
    void K2_OnLifetimeExpired(float TimeToDestroy); // 0x274f500 [Event Protected]
    void K2_OnExplode(); // 0x274f500 [Event Protected]
    void K2_OnActivated(); // 0x274f500 [Event Protected]
    void InitInstigator(AActor* InHitInstigator, AActor* InHitSource); // 0x21e7930 [Final Native Public]
    void AddIgnoredActor(AActor* InIgnoredActor, bool bAddToExplosionComponent); // 0x21e7590 [Final Native Public]

// UAHBreakableGlassComponent (/Script/AtomicHeart.AHBreakableGlassComponent)
    void OnComponentHitImpl(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0x21e7e90 [Final Native Protected]
    void K2_OnBreakableGlassHit(const FVector& ImpactPoint, const FVector2D& UV, const FVector& HitDirection, FGameplayTagContainer& DamageTags); // 0x274f500 [Event Protected]
    void K2_OnBreak(); // 0x274f500 [Event Protected]
    bool CreateMaterialInstance(); // 0x21e82d0 [Final Native Protected]
    void BreakGlass(); // 0x21e7e20 [Final Native Protected]

// AAHBullet (/Script/AtomicHeart.AHBullet)
    bool TryGetRequestedReflectionDirection(const FVector& OutDirection); // 0x21e8bd0 [Native Public]
    void OnReflectionRequested(); // 0xf7a880 [Native Event Protected]
    float GetWeaponCharge(); // 0x21e8cc0 [Final Native Public]
    ARangeWeapon* GetRangeWeapon(); // 0x21e8d00 [Final Native Public]
    TArray<void> GetMeshesToHide(); // 0x21e8b50 [Native Event Protected]

// UAHCharacterComponent (/Script/AtomicHeart.AHCharacterComponent)
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x21eb040 [Native Protected]
    void K2_OnCharacterEvent(FAHCharacterEvent& Event); // 0x274f500 [Event Protected]
    AAHBaseCharacter* GetOwnerCharacter(); // 0x21eb160 [Final Native Public]

// UAHCharacterEventUtils (/Script/AtomicHeart.AHCharacterEventUtils)
    void SendUnregisterEnemyEvent(AAHBaseCharacter* EventOwnerCharacter, AAHBaseCharacter* EnemyCharacter, int32 TotalEnemies); // 0x21f0280 [Final Native Static Public]
    void SendReviveEvent(AAHBaseCharacter* EventOwnerCharacter); // 0x21edf00 [Final Native Static Public]
    void SendRegisterEnemyEvent(AAHBaseCharacter* EventOwnerCharacter, AAHBaseCharacter* EnemyCharacter, int32 TotalEnemies); // 0x21f05d0 [Final Native Static Public]
    void SendPreClearTargetEnemyEvent(AAHBaseCharacter* EventOwnerCharacter, AAHBaseCharacter* EnemyCharacter); // 0x21effd0 [Final Native Static Public]
    void SendLoadDeathStateEvent(AAHBaseCharacter* EventOwnerCharacter); // 0x21ee0d0 [Final Native Static Public]
    void SendIteractionEvent(AAHBaseCharacter* EventOwnerCharacter, UInteractiveComponent* InteractiveComponent); // 0x21ed6c0 [Final Native Static Public]
    void SendItemTakenEvent(AAHBaseCharacter* EventOwnerCharacter, UDA_ItemBase* ItemDataAsset, AAHPickupableItem* PickupableItem); // 0x21edb80 [Final Native Static Public]
    void SendInventoryChangedEvent(AAHBaseCharacter* EventOwnerCharacter); // 0x21ed9b0 [Final Native Static Public]
    void SendEffectAppliedToSelfEvent(AAHBaseCharacter* EventOwnerCharacter, UAHGameplayEffect* EffectDefinition); // 0x21ee2a0 [Final Native Static Public]
    void SendDestructibleSpawnedEvent(AAHBaseCharacter* EventOwnerCharacter); // 0x21ecc70 [Final Native Static Public]
    void SendDeathEvent(AAHBaseCharacter* EventOwnerCharacter, FHitParameters& HitParameters); // 0x21ee570 [Final Native Static Public]
    void SendDamageReceivedEvent(AAHBaseCharacter* EventOwnerCharacter, FHitParameters& HitParameters); // 0x21eeb50 [Final Native Static Public]
    void SendDamageAvoidedEvent(AAHBaseCharacter* EventOwnerCharacter, FHitParameters& HitParameters); // 0x21ee860 [Final Native Static Public]
    void SendDamageAppliedEvent(AAHBaseCharacter* EventOwnerCharacter, AAHBaseCharacter* DamagedCharacter, FHitParameters& HitParameters); // 0x21eee40 [Final Native Static Public]
    void SendCharacterAbilityEndedEvent(AAHBaseCharacter* EventOwnerCharacter, UAHCharacterAbility* Ability, bool bWasCancelled); // 0x21ef1f0 [Final Native Static Public]
    void SendCharacterAbilityActivatedEvent(AAHBaseCharacter* EventOwnerCharacter, UAHCharacterAbility* Ability); // 0x21ef6a0 [Final Native Static Public]
    void SendAIAbilityCancelledEvent(AAHAICharacter* EventOwnerCharacter, const EAIAbilities& AbilityType); // 0x21ef9c0 [Final Native Static Public]
    void SendAbilityRemovedEvent(AAHBaseCharacter* EventOwnerCharacter, const ECharacterAbilities& AbilityType, UAHCharacterAbility* Ability); // 0x21ece40 [Final Native Static Public]
    void SendAbilityGivenEvent(AAHBaseCharacter* EventOwnerCharacter, const ECharacterAbilities& AbilityType, UAHCharacterAbility* Ability); // 0x21ed280 [Final Native Static Public]
    void SendAbilityCancelledEvent(AAHBaseCharacter* EventOwnerCharacter, const ECharacterAbilities& AbilityType); // 0x21efcf0 [Final Native Static Public]
    FItemContext GetItemContext(FAHCharacterEvent& AHCharacterEvent); // 0x21ec5d0 [Final Native Static Public]
    FEnemyDamagedContext GetEnemyDamagedContext(FAHCharacterEvent& AHCharacterEvent); // 0x21ec900 [Final Native Static Public]
    FEnemyContext GetEnemyContext(FAHCharacterEvent& AHCharacterEvent); // 0x21ecb00 [Final Native Static Public]
    FDamageReceivedContext GetDamageReceivedContext(FAHCharacterEvent& AHCharacterEvent); // 0x21ec740 [Final Native Static Public]
    FCharacterAbilityActivationContext GetAbilityActivationContext(FAHCharacterEvent& AHCharacterEvent); // 0x21ec460 [Final Native Static Public]

// UAHCharacterMovementComponent (/Script/AtomicHeart.AHCharacterMovementComponent)
    void StopVerticalMovement(); // 0x21f0ea0 [Final Native Public]
    void OnLevelShown(); // 0x21f0e60 [Final Native Private]
    void OnLevelHidden(); // 0x21f0e30 [Final Native Private]

// UAHGameInstanceSubsystem (/Script/AtomicHeart.AHGameInstanceSubsystem)
    void OnUIGameplayEvent(FGameplayEvent& Event); // 0x2200c20 [Native Protected]
    void OnSublevelLoaded(ULevelStreaming* InLevelStreaming); // 0x2201250 [Native Protected]
    void OnPlayerCharacterGameplayEvent(FGameplayEvent& Event); // 0x2200e30 [Native Protected]
    void OnAICharacterGameplayEvent(FGameplayEvent& Event); // 0x2201040 [Native Protected]

// UAHCharacterPhysicsSwitchBoxComponent (/Script/AtomicHeart.AHCharacterPhysicsSwitchBoxComponent)
    void OnBoxEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x21f10f0 [Final Native Private]
    void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x21f14f0 [Final Native Private]

// UAHCheatManager (/Script/AtomicHeart.AHCheatManager)
    bool MakeBugItGoShot(const FVector& Loc, const FRotator& Rot, FHitResult& Hit); // 0x21f1c10 [Final Native Public]
    FString GetLastBugItGoInfo(); // 0x21f1e90 [Final Native Public]
    void DumpWorldStreamingState(); // 0x21f1f50 [Final Native Public]

// UPedestrianCharacterAnimInstance (/Script/AtomicHeart.PedestrianCharacterAnimInstance)
    bool ShouldTurnInPlace(); // 0x2361130 [Final Native Protected]
    void LocomotionStarted(); // 0x23610a0 [Final Native Private]
    bool IsWalkingSpeed(); // 0x23619f0 [Final Native Protected]
    bool IsTurnRight90Walk(); // 0x2361540 [Final Native Protected]
    bool IsTurnRight90Sprint(); // 0x2361240 [Final Native Protected]
    bool IsTurnRight90Run(); // 0x2361340 [Final Native Protected]
    bool IsTurnRight90Jog(); // 0x2361440 [Final Native Protected]
    bool IsTurnRight90Idle(); // 0x2361640 [Final Native Protected]
    bool IsTurnRight180Walk(); // 0x2361480 [Final Native Protected]
    bool IsTurnRight180Sprint(); // 0x2361180 [Final Native Protected]
    bool IsTurnRight180Run(); // 0x2361280 [Final Native Protected]
    bool IsTurnRight180Jog(); // 0x2361380 [Final Native Protected]
    bool IsTurnRight180Idle(); // 0x2361580 [Final Native Protected]
    bool IsTurnLeft90Walk(); // 0x2361500 [Final Native Protected]
    bool IsTurnLeft90Sprint(); // 0x2361200 [Final Native Protected]
    bool IsTurnLeft90Run(); // 0x2361300 [Final Native Protected]
    bool IsTurnLeft90Jog(); // 0x2361400 [Final Native Protected]
    bool IsTurnLeft90Idle(); // 0x2361600 [Final Native Protected]
    bool IsTurnLeft180Walk(); // 0x23614c0 [Final Native Protected]
    bool IsTurnLeft180Sprint(); // 0x23611c0 [Final Native Protected]
    bool IsTurnLeft180Run(); // 0x23612c0 [Final Native Protected]
    bool IsTurnLeft180Jog(); // 0x23613c0 [Final Native Protected]
    bool IsTurnLeft180Idle(); // 0x23615c0 [Final Native Protected]
    bool IsSprintingSpeed(); // 0x2361870 [Final Native Protected]
    bool IsRunningSpeed(); // 0x23618f0 [Final Native Protected]
    bool IsJoggingSpeed(); // 0x2361970 [Final Native Protected]
    bool IsIdleSpeed(); // 0x2361a70 [Final Native Protected]
    bool IsClimbingInstance(); // 0x2361af0 [Final Native Public]
    bool IsAngleForward(); // 0x23617b0 [Final Native Protected]
    bool IsAngle90Right(); // 0x2361780 [Final Native Protected]
    bool IsAngle90Left(); // 0x2361750 [Final Native Protected]
    bool IsAngle180Right(); // 0x23616f0 [Final Native Protected]
    bool IsAngle180Left(); // 0x2361720 [Final Native Protected]
    bool GetShouldTurn(); // 0x2361160 [Final Native Protected]
    ENavigationSpeed GetCurrentSpeed(); // 0x23617e0 [Final Native Protected]
    ESide GetCurrentAngle(); // 0x2361680 [Final Native Protected]

// AAIPedestrianCharacter (/Script/AtomicHeart.AIPedestrianCharacter)
    void OnLimbDismembered(FGameplayTag& LimbTag, const FVector& Location, USkeletalMeshComponent* SpawnedMesh); // 0x2258160 [Final Native Private]

// UAHCollisionUtils (/Script/AtomicHeart.AHCollisionUtils)
    bool SetBodyCollisionResponseToChannels(USkeletalMeshComponent* MeshComponent, const FName& BoneName, const TArray<uint8>& Channels, uint8 NewResponse, bool bApplyToAllBodiesBelow); // 0x21f24f0 [Final Native Static Public]
    bool SetBodyCollisionResponseToChannel(USkeletalMeshComponent* MeshComponent, const FName& BoneName, uint8 Channel, uint8 NewResponse, bool bApplyToAllBodiesBelow); // 0x21f2880 [Final Native Static Public]
    bool DetermineExactImpactPointAndUV(FHitResult& HitInfo, int32 UVChannel, float TraceStartOffset, float TraceEndOffset, const FVector2D& OutUV, const FVector& OutImpactPoint); // 0x21f2c30 [Final Native Static Public]

// UAHComposureSubsystem (/Script/AtomicHeart.AHComposureSubsystem)
    void SetActiveComposition(const FName& InComposition, bool Inactive); // 0x21f3430 [Final Native Public]
    void RemoveViewportOutput(const FName& InComposition); // 0x21f3270 [Final Native Public]
    void AddViewportOutput(const FName& InComposition); // 0x21f3350 [Final Native Public]

// UAHContinuousDamageComponent (/Script/AtomicHeart.AHContinuousDamageComponent)
    void OnEndDuration(); // 0x21f3830 [Final Native Protected]
    void OnDealDamage(); // 0x21f3850 [Final Native Protected]

// AAHCraftMachine (/Script/AtomicHeart.AHCraftMachine)
    void SetCraftWindow(UCraftWindowMainWidget* InCraftWindow); // 0x21f3ff0 [Final Native Public]
    void ReleaseItemsFromSettings(); // 0x21f3f50 [Final Native Public]
    void OnSwitchToSkills(); // 0x274f500 [Event Protected]
    void OnSwitchToCraft(); // 0x274f500 [Event Protected]
    void OnSkillTreeWidgetReady(); // 0x274f500 [Event Protected]
    void OnExitSkillTerminal(); // 0x274f500 [Event Protected]
    void LoadItemsFromSettings(); // 0x21f3fd0 [Final Native Public]
    void K2_OnWidgetClose(); // 0x274f500 [Event Public]
    void K2_OnUpgradeAnimation(UDA_ItemBase* ItemDataAsset); // 0x274f500 [Event Public]
    void K2_OnResumeSounds(); // 0x274f500 [Event Protected]
    void K2_OnPauseSounds(); // 0x274f500 [Event Protected]
    void K2_OnCrafted(UDA_ItemBase* ItemDataAsset, AAHPickupableItem* ItemActor); // 0x274f500 [Event Public]
    void K2_AssignCameraToUI(APlayerController* PlayerController); // 0x274f500 [Event Public]
    void InitSkillTree(); // 0x21f3d80 [Final Native Protected]
    FVector GetCraftLocation(); // 0x21f41d0 [Native Event Public]
    void DeactivateSkillTree(); // 0x21f3cf0 [Final Native Protected]
    bool CanUpgradeItem(UDA_ItemBase* ItemDataAsset); // 0x21f3df0 [Final Native Public]
    bool AreItemsFromSettingsLoaded(); // 0x21f3da0 [Final Native Public]

// UAHCurveUtils (/Script/AtomicHeart.AHCurveUtils)
    float GetValueFromCurveByTagContainer(FCurveByTagContainer& CurveByTagContainer, FGameplayTagContainer& TagContainer, float InArgument); // 0x21f4770 [Final Native Static Public]
    float GetValueFromCurveByTag(FCurveByTagContainer& CurveByTagContainer, FGameplayTag& Tag, float InArgument); // 0x21f4b50 [Final Native Static Public]

// UAHDamageCapturerSubsystem (/Script/AtomicHeart.AHDamageCapturerSubsystem)
    bool GetSettingsForMesh(USkeletalMesh* Mesh, FDamageCapturerSkeletalMeshSettings& OutSettings); // 0x21f5ea0 [Final Native Protected]
    void GenerateMaterialParametersFromHit(FVisualDamageHitInfo& Hit, FDamageCapturerMaterialSlotSettings& SlotSettings, TMap<TMap<FName, void>, FName>& OutScalarParameters, TMap<FName, void>& OutVectorParameters); // 0x274f500 [Event Protected]

// UAHDamageType (/Script/AtomicHeart.AHDamageType)
    FGameplayTagContainer GetDamageTypeTags(UDamageType* DamageType); // 0x21f6870 [Final Native Static Public]

// UAHDamageUtils (/Script/AtomicHeart.AHDamageUtils)
    bool ApplyRadialDamageWithFalloff(UObject* WorldContextObject, float BaseDamage, float MinimumDamage, const FVector& Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, FGameplayTagContainer& DamageTypeTags, const TArray<AActor*>& IgnoreActors, AActor* DamageCauser, AController* InstigatedByController, uint8 DamagePreventionChannel); // 0x21f7650 [Final Native Static Public]
    bool ApplyRadialDamage(UObject* WorldContextObject, float BaseDamage, const FVector& Origin, float DamageRadius, FGameplayTagContainer& DamageTypeTags, const TArray<AActor*>& IgnoreActors, AActor* DamageCauser, AController* InstigatedByController, bool bDoFullDamage, uint8 DamagePreventionChannel); // 0x21f7e20 [Final Native Static Public]
    float ApplyPointDamage(AActor* DamagedActor, float BaseDamage, const FVector& HitFromDirection, FHitResult& HitInfo, AController* EventInstigator, AActor* DamageCauser, FGameplayTagContainer& DamageTypeTags); // 0x21f7000 [Final Native Static Public]
    float ApplyDamage(AActor* DamagedActor, float BaseDamage, AController* EventInstigator, AActor* DamageCauser, FGameplayTagContainer& DamageTypeTags); // 0x21f6ba0 [Final Native Static Public]

// UAHDecalComponent (/Script/AtomicHeart.AHDecalComponent)
    void SetCustomFadeOut(float StartDelay, float Duration, bool bNeedDestroyOwnerAfterFade, bool bDestroyDecalComponentAfterFade); // 0x21f8520 [Final Native Public]

// UAHDestructibleWheel (/Script/AtomicHeart.AHDestructibleWheel)
    void OnVehicleGotDriver(bool bHasDriver); // 0x21f8b90 [Final Native Protected]
    void OnTakeDamageToDeflatedTire(); // 0x21f8b50 [Final Native Protected]
    void OnLoseSomeAir(); // 0x21f8b70 [Final Native Protected]
    void K2_OnLoseTire(); // 0x274f500 [Event Public]
    void K2_OnInflationDegreeChanged(float InflationDegree); // 0x274f500 [Event Public]

// UAHDialogueIdleWidget (/Script/AtomicHeart.AHDialogueIdleWidget)
    void ShowSentence(FText& Text); // 0x274f500 [Event Public]
    void HideSentence(); // 0x274f500 [Event Public]

// UAHDialogueWidget (/Script/AtomicHeart.AHDialogueWidget)
    void UpdateCancelButton(); // 0x274f500 [Event Public]
    void StopTimer(); // 0x274f500 [Event Public]
    void StartTimer(float Seconds); // 0x274f500 [Event Public]
    void ShowNode(FDialogueNode& Node); // 0x274f500 [Event Public]
    void OnVariant6Pressed(); // 0x274f500 [Event Public]
    void OnVariant5Pressed(); // 0x274f500 [Event Public]
    void OnVariant4Pressed(); // 0x274f500 [Event Public]
    void OnVariant3Pressed(); // 0x274f500 [Event Public]
    void OnVariant2Pressed(); // 0x274f500 [Event Public]
    void OnVariant1Pressed(); // 0x274f500 [Event Public]
    void OnSkipCutSceneReleased(); // 0x21f9a90 [Final Native Public]
    void OnSkipCutScenePressed(); // 0x21f9ab0 [Final Native Public]
    void OnNavigateWindowUpPressed(); // 0x274f500 [Event Protected]
    void OnNavigateWindowDownPressed(); // 0x274f500 [Event Protected]
    void OnApplyWindow(); // 0x274f500 [Event Protected]
    void JumpToNextSelection(); // 0x21f8f50 [Final Native Public]
    bool IsNodeVisited(const FName& NodeId); // 0x21f97b0 [Final Native Public]
    bool IsNodeFinal(FDialogueNode& Node); // 0x21f9370 [Final Native Public]
    bool IsCurrentSentenceVisited(FDialogueNode& Node); // 0x21f9590 [Final Native Public]
    FText GetPlayerName(); // 0x21f92e0 [Final Native Public]
    FText GetNPC6Name(); // 0x21f8f70 [Final Native Public]
    FText GetNPC5Name(); // 0x21f9010 [Final Native Public]
    FText GetNPC4Name(); // 0x21f90a0 [Final Native Public]
    FText GetNPC3Name(); // 0x21f9130 [Final Native Public]
    FText GetNPC2Name(); // 0x21f91c0 [Final Native Public]
    FText GetNPC1Name(); // 0x21f9250 [Final Native Public]
    TArray<void> GetHistory(); // 0x21f9990 [Final Native Public]
    void ForceEndDialogue(); // 0x21f8f00 [Final Native Protected]
    void ClickOnFirstButton(); // 0x274f500 [Event Public]
    void ClearHistory(); // 0x21f98a0 [Final Native Public]

// UAHExplosionComponent (/Script/AtomicHeart.AHExplosionComponent)
    void Explode(AActor* HitInstigator, AActor* HitSource, const TArray<AController*>& ActorsToIgnore, AController* InstigatorController, UDA_HitSettings* InOverrideHitSettings); // 0x21fa980 [Final Native Public]
    void ApplyHitToCharacter(AAHBaseCharacter* VictimCharacter, AActor* DamageSource, AAHBaseCharacter* DamageInstigatorCharacter, float Damage, float StaminaReduction, bool bForceKillTarget); // 0x21fa5f0 [Final Native Public]

// UAHFlameComponent (/Script/AtomicHeart.AHFlameComponent)
    void StartBurn(AAHBaseCharacter* InInstigator, const FVector& FlameCenter, AActor* InSourceActor); // 0x21fbf30 [Final Native Public]
    void ProcessExtinguish(float DeltaTime, FGameplayTag& ExtinguishSourceTag); // 0x21fbdc0 [Final Native Public]
    void OnTakePointDamage(AActor* DamagedActor, float Damage, AController* InstigatedBy, const FVector& HitLocation, UPrimitiveComponent* FHitComponent, const FName& BoneName, const FVector& ShotFromDirection, UDamageType* DamageType, AActor* DamageCauser); // 0x21faea0 [Final Native Private]
    void OnOwnerVolumeEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x21fb3f0 [Final Native Private]
    void OnOwnerVolumeBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x21fb660 [Final Native Private]
    void ExtinguishFire(); // 0x21fbf10 [Final Native Public]

// AAHFloatingActor (/Script/AtomicHeart.AHFloatingActor)
    void SetActorVelocity(const FVector& InVelocity); // 0x21fc4c0 [Native Public]
    void SetActorTurningBoost(float Deceleration); // 0x21fc5a0 [Native Public]
    void SetActorDeceleration(float Deceleration); // 0x21fc670 [Native Public]
    void SetActorAcceleration(float Acceleration); // 0x21fc740 [Native Public]
    bool MoveUpdatedComponent(const FVector& Delta, FQuat& NewRotation, bool bSweep); // 0x21fc2b0 [Native Public]
    UAHFloatingMovementComponent* GetFloatingMovementComponent(); // 0x1ad4d60 [Final Native Public]
    void AddInputVector(const FVector& WorldDirection, float ScaleValue); // 0x21fc810 [Native Public]

// UAHFloatingMovementComponent (/Script/AtomicHeart.AHFloatingMovementComponent)
    void AddInputVector(const FVector& WorldDirection, float ScaleValue); // 0x21fd8a0 [Native Public]

// AAHGameplayCueNotify_Actor (/Script/AtomicHeart.AHGameplayCueNotify_Actor)
    bool WhileActiveEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x2201a10 [Native Event Protected]
    bool OnRemoveEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x2201820 [Native Event Protected]
    bool OnExecuteEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x2201df0 [Native Event Protected]
    bool OnActiveEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x2201c00 [Native Event Protected]

// UAHFullScreenMovieComponent (/Script/AtomicHeart.AHFullScreenMovieComponent)
    void Stop(); // 0x21fdc90 [Final Native Public]
    void PlayFullScreenMovie(UFileMediaSource* MediaSource, APlayerStart* PlayerStart, UAkAudioEvent* AudioToPlay, float DelayToSkip, bool ShouldPauseGame, float StartDelay, float FadeInSpeed, bool bInShouldShowSubtitles); // 0x21fdef0 [Final Native Public]
    void OnPlayerEndReached(); // 0x21fdc90 [Final Native Private]
    void OnMediaOpened(const FString& OpenedUrl); // 0x21fdcb0 [Final Native Private]
    void OnListenerCreated(UAHWwiseComponent* InWwiseComponent); // 0x21fde10 [Final Native Private]
    void OnInterruptMovie(); // 0x21fdc90 [Final Native Private]

// UAHFullScreenMovieWidget (/Script/AtomicHeart.AHFullScreenMovieWidget)
    void OnInterruptVideoPressed(); // 0x21fea60 [Final Native Protected]
    void K2_OnAllowSkipMovie(); // 0x274f500 [Event Protected]

// UAHGameActivitySubsystem (/Script/AtomicHeart.AHGameActivitySubsystem)
    void StartActivity(const EGameActivities& GameActivity); // 0x21feec0 [Final Native Public]
    void ResetAllActiveActivities(); // 0x21fed10 [Final Native Public]
    void OnPakFileMounted(); // 0x21fecd0 [Final Native Private]
    void EndActivity(const EGameActivities& GameActivity, bool bIsCompleted); // 0x21fed30 [Final Native Public]

// UAHGameInstance (/Script/AtomicHeart.AHGameInstance)
    bool TestPlatformFlag(const ETargetPlatformFlag& InFlags, const ETargetPlatformType& InPlatform); // 0x2200530 [Final Native Static Public]
    void SetSaveSubLevelByActor(AActor* InSublevelActor); // 0x21ff850 [Final Native Public]
    void SetDifferentPlayerStart(const FName& NewLevelName, const FName& NewPlayerStart); // 0x21ff590 [Final Native Public]
    void SaveProgress(FTransform& CameraTransform, FTransform& CharacterTransform, const FGameplayTagContainer& GameplayTags, bool bIsAutoSave, bool bAlwaysAvailable, int32 SavePointId); // 0x21ffd80 [Final Native Public]
    void SavePersistentData(); // 0x21ff2e0 [Final Native Public]
    void ResetDifferentPlayerStart(); // 0x21ff560 [Final Native Public]
    void PlayOutroMovie(int32 MovieIndex); // 0x21ff490 [Final Native Public]
    void OnSubsystemInitializationFinished(UAHWorldSubsystem* Subsystem); // 0x21ff1f0 [Final Native Private]
    void LoadGameDefaultMap(); // 0x21ff470 [Final Native Public]
    void LoadGame(UObject* WorldContextObject, int32 SlotId, const bool& success, bool bHideMainMenuOnLoad); // 0x21ffa30 [Final Native Public]
    bool IsWorldCompositionLoading(); // 0x2200420 [Final Native Public]
    bool IsUpdateRequired(); // 0x21ffcb0 [Final Native Public]
    bool IsRunningDlc(const EEntitlements& Entitlement); // 0x2200340 [Final Native Public]
    bool IsNewGamePlus(); // 0x21ff3f0 [Final Native Public]
    bool IsGameFinished(); // 0x21ff410 [Final Native Public]
    bool HasSubsystemsWithPengingInitialization(); // 0x2200500 [Final Native Public]
    ETargetPlatformType GetTargetPlatform(); // 0x22006e0 [Final Native Static Public]
    bool GetResetWorldOnGameLoad(); // 0x2200230 [Final Native Public]
    int32 GetLatestSavedSlotIdIncludingAutosave(bool bCheckOpenWorldFlag); // 0x2200250 [Final Native Public]
    UAHGameInstance* GetInstance(); // 0x2200710 [Final Native Static Public]
    EKeyboardLayout GetCurrentKeyboardLayout(); // 0x22004b0 [Final Native Public]
    AAHWorldSettings* GetAHWorldSettings(); // 0x21ff300 [Final Native Public]
    bool AreAllAvailableSubsystemsFullyInitialized(); // 0x22004d0 [Final Native Public]

// AAHGameModeBase (/Script/AtomicHeart.AHGameModeBase)
    void OnWorldStreamingComplete(); // 0x2201640 [Final Native Private]
    void OnGameLoadedCallBack(USlotInfo* SlotInfo); // 0x2201560 [Final Native Private]
    void NotifyActorsOnPreloadedLevels(); // 0x2201540 [Final Native Private]

// UAHGameplayCueNotify_Static (/Script/AtomicHeart.AHGameplayCueNotify_Static)
    bool WhileActiveEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x22023b0 [Native Event Protected]
    bool OnRemoveEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x22021c0 [Native Event Protected]
    bool OnExecuteEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x2202790 [Native Event Protected]
    bool OnActiveEvent(AActor* InTarget, FGameplayCueParameters& InParameters); // 0x22025a0 [Native Event Protected]

// UAHGameplayStatics (/Script/AtomicHeart.AHGameplayStatics)
    void TeleportPlayer(APlayerStart* PlayerStart); // 0x2204290 [Final Native Static Public]
    void SpawnAttackWave(const TSubclassOf<AAttackWave>& InAttackWaveTemplate, const FVector& InSpawnLocation, AActor* InOwner, AActor* InOrigin, UDA_SpecialHitSettings* InHitSettings, const FAttackWaveParameters& InWaveParameters, float InLength); // 0x2203d60 [Final Native Static Public]
    void ShowStoreUI(const FString& Category, const FString& IDPage); // 0x2203220 [Final Native Static Public]
    bool IsWinGDKPlatform(); // 0x10b1e60 [Final Native Static Public]
    bool IsVKPlatform(); // 0x10b1e60 [Final Native Static Public]
    bool IsShippingBuild(); // 0x1a26110 [Final Native Static Public]
    bool IsRunningDlc(const EEntitlements& Entitlement); // 0x2202cd0 [Final Native Static Public]
    bool IsLocalPlayerOnline(); // 0x2203850 [Final Native Static Public]
    bool IsDlcOwned(const EEntitlements& OwningDlc); // 0x2202da0 [Final Native Static Public]
    bool IsDlcEnabled(const FString& DlcOptionName, int32 DlcOptionValue, const EEntitlements& OwningDlc); // 0x2202e70 [Final Native Static Public]
    bool IsDebugEnabled(); // 0x10b1e60 [Final Native Static Public]
    FString GetUserNameFromControllerId(int32 ControllerId, const FString& NoNameValue); // 0x2203650 [Final Native Static Public]
    ETargetPlatformType GetTargetPlatform(); // 0x22034a0 [Final Native Static Public]
    ULevelStreaming* GetStreamingLevel(const FName& PackageName); // 0x22030c0 [Final Native Static Public]
    UAHInventoryPlayer* GetPlayerInventory(UObject* InWorldContextObject, int32 InPlayerIndex); // 0x22045b0 [Final Native Static Public]
    UPlayerHUD* GetPlayerHUD(UObject* InWorldContextObject, int32 InPlayerIndex); // 0x2204460 [Final Native Static Public]
    AAHPlayerController* GetPlayerController(UObject* InWorldContextObject, int32 InPlayerIndex); // 0x2204700 [Final Native Static Public]
    AAHPlayerCharacter* GetPlayerCharacter(UObject* InWorldContextObject, int32 InPlayerIndex); // 0x22048e0 [Final Native Static Public]
    FHitResult GetLineOfSightHitResult(); // 0x2203420 [Final Native Static Public]
    bool GetCurrentWorldIsPreviewOrEditor(AActor* Actor); // 0x2203880 [Final Native Static Public]
    UWorld* GetCurrentWorld(); // 0x2203b80 [Final Native Static Public]
    int32 GetCurrentDifficulty(); // 0x2204a30 [Final Native Static Public]
    FString GetAppID(); // 0x22031a0 [Final Native Static Public]
    TArray<void> GetAllUsersNamesFromControllerId(const FString& NoNameValue); // 0x22034d0 [Final Native Static Public]
    AAHAIController* GetAIController(AActor* Actor); // 0x2203bb0 [Final Native Static Public]
    AAHPlayerCharacter* GetAHPlayerCharacter(); // 0x22048a0 [Final Native Static Public]
    FString GetAccountCountry(); // 0x2203070 [Final Native Static Public]
    APlayerStart* FindPlayerStart(const FName& PlayerStartTag); // 0x22041c0 [Final Native Static Public]
    TArray<void> FilterAvailableSlots(const TArray<TArray<void>>& Slots); // 0x2202ba0 [Final Native Static Public]
    void AddGlobalTimeDilation(UObject* WorldContextObject, float Delta); // 0x2203a20 [Final Native Static Public]

// UAHGameSettingsSubsystem (/Script/AtomicHeart.AHGameSettingsSubsystem)
    void SetValueInt(FGameSetting& Setting, int32 Value); // 0x2206ca0 [Final Native Public]
    void SetValueFloat(FGameSetting& Setting, float Value); // 0x2206ae0 [Final Native Public]
    void SetPresetIndex(const EOptionsCategory& InCategory, int32 PresetIndex); // 0x2206090 [Final Native Public]
    void SetOption(FGameSetting& Setting, int32 OptionIndex); // 0x2207820 [Final Native Public]
    void SetFightDifficulty(int32 NewFightDifficultyIndex); // 0x2205ec0 [Final Native Public]
    void SaveAndApplySettings(bool bPendingRestart); // 0x22061f0 [Final Native Public]
    void RestoreDefaults(); // 0x2206640 [Final Native Public]
    void RestoreCategoryDefaults(const EOptionsCategory& InCategory); // 0x2206570 [Final Native Public]
    void ResetUnsavedChanges(); // 0x2206660 [Final Native Public]
    void LoadAndApplySettings(); // 0x2206680 [Final Native Public]
    void IsRestartRequiredToApplyChanges(const bool& bOutIsRestartRequired); // 0x22062d0 [Final Native Public]
    bool IsAutodetectionRequired(); // 0x2205d80 [Final Native Public]
    void GetValueInt(FGameSetting& Setting, const int32& OutValue); // 0x2207060 [Final Native Public]
    void GetValueFloat(FGameSetting& Setting, const float& OutValue); // 0x2206ea0 [Final Native Public]
    bool GetSubtitleSetting(); // 0x2205da0 [Final Native Public]
    void GetRequiresRestart(FGameSetting& Setting, const bool& OutValue); // 0x22068c0 [Final Native Public]
    void GetRangeInt(FGameSetting& Setting, const int32& OutMin, const int32& OutMax, const int32& OutStep); // 0x2207520 [Final Native Public]
    void GetRangeFloat(FGameSetting& Setting, const float& OutMin, const float& OutMax, const float& OutStep); // 0x2207220 [Final Native Public]
    int32 GetPresetIndex(const EOptionsCategory& InCategory); // 0x2205fb0 [Final Native Public]
    void GetOptions(FGameSetting& Setting, const TArray<int32>& OutOptions, const int32& OutOptionIndex); // 0x22079d0 [Final Native Public]
    void GetIsAvailable(FGameSetting& Setting, const bool& OutValue); // 0x22066a0 [Final Native Public]
    FGameplayTag GetFightDifficultyTag(bool bGetValueFromIni); // 0x2205de0 [Final Native Public]
    UDA_GameSettingsConfig* GetCategoryData(const EOptionsCategory& InCategory); // 0x2207c90 [Final Native Public]
    FString GetBuildID(); // 0x2205cc0 [Final Native Public]
    void AutoDetectGraphicSettings(); // 0x2205f90 [Final Native Public]
    void AreAllSettingsSaved(const bool& bOutAllSettingsSaved); // 0x2206490 [Final Native Public]
    void AreAllSettingsApplied(const bool& bOutAllSettingsApplied); // 0x22063b0 [Final Native Public]

// UAHHealthComponent (/Script/AtomicHeart.AHHealthComponent)
    void Revive(); // 0x2209260 [Final Native Public]
    void OnTakeRadialDamage(AActor* DamagedActor, float Damage, UDamageType* DamageType, const FVector& Origin, const FHitResult& HitInfo, AController* InstigatedBy, AActor* DamageCauser); // 0x2208620 [Final Native Protected]
    void OnTakePointDamage(AActor* DamagedActor, float Damage, AController* InstigatedBy, const FVector& HitLocation, UPrimitiveComponent* FHitComponent, const FName& BoneName, const FVector& ShotFromDirection, UDamageType* DamageType, AActor* DamageCauser); // 0x2208a50 [Final Native Protected]
    void OnTakeAnyDamage(AActor* DamagedActor, float Damage, UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser); // 0x2208f50 [Final Native Protected]
    EHealthLevel GetHealthLevel(); // 0x2209380 [Final Native Public]
    float GetHealth(); // 0x22093c0 [Final Native Public]
    void AddHealth(float AdditionalHealth); // 0x22092a0 [Final Native Public]

// AAHHUD (/Script/AtomicHeart.AHHUD)
    void SetGamepadCursorCanHandleKeyDownEvent(bool bInCanHandle); // 0x22096a0 [Final Native Public]
    void OnGamepadControlledEvent(bool bGamepad); // 0x22095a0 [Final Native Private]

// UAHInput (/Script/AtomicHeart.AHInput)
    void RemoveInputContext(const FGameplayTag& InContextTag, UObject* Object); // 0x220a620 [Final Native Static Public]
    FKey GetLayoutKey(const EKeyboardLayout& Layout, FKey& InKey); // 0x220a430 [Final Native Public]
    UAHInput* GetGameInput(); // 0x220a8c0 [Final Native Static Public]
    FKey GetCorrectCultureKey(FKey& InKey); // 0x220a2b0 [Final Native Public]
    void ApplyInputContext(const FGameplayTag& InContextTag, UObject* Object); // 0x220a770 [Final Native Static Public]

// UAHInventory (/Script/AtomicHeart.AHInventory)
    void SetIgnoreOverWeight(bool bIgnore); // 0x220b890 [Final Native Public]
    void ReArrangeItems(const ERectsArrangementHeuristic& InHeuristic); // 0x220b180 [Final Native Public]
    void GiveSpaceForItem(UDA_ItemBase* InItemDataAsset, const TSet<EItemCategory>& CategoriesToMoveToStorage); // 0x220b2d0 [Final Native Public]
    int32 GetItemsCount(UDA_ItemBase* InItemDataAsset); // 0x220b730 [Final Native Public]
    TArray<void> GetInventoryLevelsOfCapacities(); // 0x220b250 [Native Public]
    bool CanFitItem(UDA_ItemBase* InItemDataAsset); // 0x220b640 [Final Native Public]
    void AddItemsToInventory(UDA_ItemBase* ItemDataAsset, int32 InCount); // 0x220b9d0 [Final Native Public]

// UAHInventoryPlayer (/Script/AtomicHeart.AHInventoryPlayer)
    bool TryToCraftItem(UDA_ItemBase* InItemDataAsset, int32 Amount); // 0x220d610 [Final Native Public]
    bool TryToConsumeResourcesToCraft(UDA_ItemBase* ItemDataAsset, int32 Amount); // 0x220d4a0 [Final Native Public]
    bool TryConsumeItem(UDA_ItemBase* ItemDataAsset, int32 Amount); // 0x220d780 [Final Native Public]
    bool SetItemMetaDataByTag(FGameplayTag& InTag, UObject* InMetaData); // 0x220db90 [Final Native Public]
    void RemoveItemFromInventory(UDA_ItemBase* ItemDataAsset, int32 Amount); // 0x220e080 [Final Native Public]
    void OnSkillActivated(UDA_Skill* InSkill, int32 InSlotIndex); // 0x220d1b0 [Final Native Private]
    void MoveSingleItemToStorage(UDA_ItemBase* ItemData); // 0x220e7a0 [Final Native Public]
    void MoveSingleItemFromStorage(UDA_ItemBase* ItemData); // 0x220e540 [Final Native Public]
    void MoveLastItemToStorage(); // 0x220e060 [Final Native Public]
    void MoveAllItemsToStorage(); // 0x220e040 [Final Native Public]
    bool HasRecipeFor(UDA_ItemBase* InItemDataAsset); // 0x220d330 [Final Native Public]
    bool HasItem(UDA_ItemBase* InItemDataAsset); // 0x220de30 [Final Native Public]
    UObject* GetItemMetaDataByTag(FGameplayTag& InTag); // 0x220dd30 [Final Native Public]
    TArray<void> FindItemsInfoByTag(FGameplayTag& InTag); // 0x220d8f0 [Final Native Public]
    TArray<void> FindItemsInfo(UDA_ItemBase* InItemDataAsset); // 0x220da40 [Final Native Public]
    bool FillDefaultPlayerItemsToCraftData(); // 0x10b1e60 [Final Native Public]
    void DropItemById(int64 ItemId, bool bShouldDrop); // 0x220e1e0 [Final Native Public]
    void ConsumeDumpedItems(); // 0x220d310 [Final Native Public]
    bool CanCraftAnyWeapon(); // 0x220d470 [Final Native Public]
    FPickupResult AddSingleItemToInventory(FInventoryData& InInventoryData, bool InSendNotification); // 0x220eca0 [Final Native Public]
    FPickupResult AddItemToInventoryWithParameters(FInventoryData& InInventoryData, bool bInSendNotification, bool bInAutoEquip, bool bInIsSpecialPickup, bool bInForceBindToSlot, bool bMovedToStorage); // 0x220e880 [Final Native Public]
    FPickupResult AddItemToInventory(AAHPickupableItem* InPickupableItem, bool InSendNotification); // 0x220e3a0 [Native Event Public]

// UAHLevelLoadingScreenComponent (/Script/AtomicHeart.AHLevelLoadingScreenComponent)
    void ShowScreen(bool bFadeIn); // 0x220ffc0 [Final Native Public]
    void RespawnWithLoadingScreen(); // 0x220fcf0 [Final Native Public]
    void OnLevelLoaded(); // 0x220ffa0 [Final Native Public]
    void LoadLevelWithLoadingScreen(const FName& LevelName, const FString& Options); // 0x220fde0 [Final Native Public]
    void LoadGameWithLoadingScreen(int32 SlotId); // 0x220fd10 [Final Native Public]

// AAHLevelSequenceActor (/Script/AtomicHeart.AHLevelSequenceActor)
    void SetShouldStopOnLastFrameIfLooping(); // 0x22117e0 [Final Native Public]
    void OnStop(UAHLevelSequencePlayer* Sequence); // 0x22114d0 [Final Native Protected]
    void OnPlayEvent(); // 0x22116d0 [Native Event Protected]
    void OnPlay(UAHLevelSequencePlayer* Sequence); // 0x22116f0 [Final Native Protected]
    void OnFinishedEvent(); // 0x22115c0 [Native Event Protected]
    void OnFinished(UAHLevelSequencePlayer* Sequence); // 0x22115e0 [Final Native Protected]
    bool GetIsReady(); // 0x2211810 [Final Native Public]

// UAHLevelSequencePlayer (/Script/AtomicHeart.AHLevelSequencePlayer)
    UAHLevelSequencePlayer* CreateAHLevelVersusSequencePlayerWithData(UObject* InWorldContextObject, UDA_SequencerSettings* InSettings, const AAHVersusSequenceActor*& OutActor); // 0x2211bb0 [Final Native Static Public]
    UAHLevelSequencePlayer* CreateAHLevelSequencePlayerWithData(UObject* InWorldContextObject, UDA_SequencerSettings* InSettings, const AAHLevelSequenceActor*& OutActor); // 0x2211d80 [Final Native Static Public]
    UAHLevelSequencePlayer* CreateAHLevelSequencePlayer(UObject* InWorldContextObject, ULevelSequence* InLevelSequence, const FMovieSceneSequencePlaybackSettings& InSettings, const AAHLevelSequenceActor*& OutActor); // 0x2211fc0 [Final Native Static Public]

// UAHLevelUtils (/Script/AtomicHeart.AHLevelUtils)
    void GetLevelAssetPath(const FName& InLevelName, const FString& OutLevelPath); // 0x22123e0 [Final Native Static Public]

// UAHLicenseSubsystem (/Script/AtomicHeart.AHLicenseSubsystem)
    void RevokeInGamePurchase(const EEntitlements& Entitlement); // 0x2212770 [Final Native Public]
    void OnLicenseSubsystemEvent__DelegateSignature(); // 0x274f500 [Public]
    void OnLicenseSubsystemEntitlementDiscovered__DelegateSignature(const EEntitlements& Entitlement); // 0x274f500 [Public]
    void OnLicenseRequestComplete__DelegateSignature(bool bHasLicense); // 0x274f500 [Public]
    bool IsLicenseValid(); // 0x2212c90 [Final Native Public]
    bool IsLicenseRequestComplete(); // 0x2212cb0 [Final Native Public]
    bool IsEntitlementsQueryComplete(); // 0x2212cd0 [Final Native Public]
    bool HasEntitlement(const EEntitlements& Entitlement); // 0x2212690 [Final Native Public]
    TSet<EEntitlements> GetAllEntitlements(); // 0x22129f0 [Final Native Public]
    void AddInGamePurchase(const EEntitlements& Entitlement); // 0x2212860 [Final Native Public]

// UAHLoadScreenSettingsOverrideSubsystem (/Script/AtomicHeart.AHLoadScreenSettingsOverrideSubsystem)
    void DiscardLoadScreenSettings(); // 0x2213110 [Final Native Public]
    void ApplyLoadScreenSettings(); // 0x2213130 [Final Native Public]

// UAHLockPlayerAnimInstance (/Script/AtomicHeart.AHLockPlayerAnimInstance)
    void OnLockEntered(); // 0x274f500 [Event Public]

// AAHLootBox (/Script/AtomicHeart.AHLootBox)
    void AddLoot(const TArray<void>& InInventoryDataSets); // 0x2213480 [Final Native Public]

// AAHLootBoxBase (/Script/AtomicHeart.AHLootBoxBase)
    void UpdateLootboxShelveGroups(); // 0x2214180 [Final Native Public]
    void SpawnLoot(UDA_ItemBase* InItemClass, int32 InAmount); // 0x2214270 [Final Native Public]
    void OnStartedAnimation(); // 0x274f500 [Event Protected]
    void OnLootboxLooted(); // 0x274f500 [Event Protected]
    void OnFinishedAnimation(); // 0x274f500 [Event Protected]
    void OnContainerRemovedItem(APickupableItemContainer* Container, FItemSpawnInfo& ItemSpawnInfo, int32 ShelfIndex); // 0x2213860 [Final Native Protected]
    void OnContainerPurged(APickupableItemContainer* Container); // 0x2213e40 [Final Native Protected]
    void OnContainerAttachedItem(APickupableItemContainer* Container, FItemSpawnInfo& ItemSpawnInfo, int32 ShelfIndex); // 0x2213a40 [Final Native Protected]
    TArray<void> GetLootboxShelveGroups(); // 0x2214100 [Native Event Public]

// UAHLootBoxWidget (/Script/AtomicHeart.AHLootBoxWidget)
    bool GetCurrentSlotIsValid(); // 0x22148b0 [Final Native Public]
    bool GetCurrentSlotIsConsumable(); // 0x2214830 [Final Native Public]

// AAHMainMenuActor (/Script/AtomicHeart.AHMainMenuActor)
    void K2_ChangeDifficulty(int32 DifficultyID); // 0x274f500 [Event Public]

// UAHMaterialManagerComponent (/Script/AtomicHeart.AHMaterialManagerComponent)
    bool ShouldUseAlternativeSecondaryMeshMaterial(); // 0x2214f60 [Native Event Protected]
    void SetVectorParameterOnMaterials(const FName& ParamName, const FVector& ParamValue, const ESkeletalMeshType& MeshType, bool bUseComplexMaterial); // 0x2214f90 [Final Native Public]
    void SetScalarParameterOnMaterials(const FName& ParamName, float ParamValue, const ESkeletalMeshType& MeshType, bool bUseComplexMaterial); // 0x2215230 [Final Native Public]
    void SetCustomMaterialByName(const FName& MaterialSlotName, UMaterialInterface* Material); // 0x2215a50 [Final Native Public]
    void SetCustomMaterial(int32 SlotIdx, UMaterialInterface* Material); // 0x2215bb0 [Final Native Public]
    void ResetCustomMaterials(); // 0x2215860 [Final Native Public]
    void ResetCustomMaterialByName(const FName& MaterialSlotName); // 0x2215880 [Final Native Public]
    void ResetCustomMaterial(int32 SlotIdx); // 0x2215980 [Final Native Public]
    void RequestSecondaryMeshComponent(); // 0x2215710 [Final Native Public]
    UMaterialInstanceDynamic* RequestDynamicMaterialInstance(const ESkeletalMeshType& MeshType, int32 SlotIdx, bool bUseComplexMaterial); // 0x22154b0 [Final Native Public]
    void RequestComplexMaterial(int32 SlotIdx); // 0x2215ed0 [Final Native Public]
    void ReleaseSecondaryMeshComponent(); // 0x22156b0 [Final Native Public]
    void ReleaseComplexMaterial(int32 SlotIdx); // 0x2215e00 [Final Native Public]
    void ReInitialize(); // 0x2215fa0 [Final Native Public]
    USkeletalMeshComponent* GetSecondaryMeshComponent(); // 0x2215690 [Final Native Public]
    EMaterialDisplayMode GetCurrentDisplayMode(int32 SlotIdx); // 0x2215770 [Final Native Public]
    UMaterialInstanceDynamic* GetComplexMaterial(int32 SlotIdx); // 0x2215d10 [Final Native Public]

// UAHMechLockPlayerAnimInstance (/Script/AtomicHeart.AHMechLockPlayerAnimInstance)
    void UpdateAnimationState(const ELockpickingAnimationStates& InNewState); // 0x2217270 [Final Native Public]
    void EnableLockInput(); // 0x2217200 [Final Native Public]

// UAHMeshSectionUtils (/Script/AtomicHeart.AHMeshSectionUtils)
    EMeshSectionId GetMeshSectionId(USkeletalMeshComponent* SkeletalMeshComponent, const FName& InBoneName, TMap<EMeshSectionId, FName>& BoneNameToSectionIdMap); // 0x22175a0 [Final Native Static Public]

// UAHMovementBaseVolume (/Script/AtomicHeart.AHMovementBaseVolume)
    void SetForceSnapInside(bool bSnap); // 0x22179f0 [Final Native Public]
    bool GetForceSnapInside(); // 0x22179b0 [Final Native Public]

// UAHMovieComponent (/Script/AtomicHeart.AHMovieComponent)
    void Stop(bool bShowLogo); // 0x2218460 [Final Native Public]
    void SetTextureParameterDelay(float NewDelay); // 0x2217f40 [Final Native Public]
    void SetShouldMuteAudio(bool bInShouldMute); // 0x2218030 [Final Native Public]
    void SetMediaSource(UFileMediaSource* InMediaSource); // 0x2218380 [Final Native Public]
    void SetIsLooped(bool bNewValue); // 0x2218130 [Final Native Public]
    void SetAudioSource(UAkAudioEvent* InAudioEvent); // 0x22182a0 [Final Native Public]
    void Play(bool bInShouldMute); // 0x2218620 [Final Native Public]
    void Pause(bool bShowLogo); // 0x2218540 [Final Native Public]
    void OnSetTextureParameter(); // 0x2217bf0 [Final Native Protected]
    void OnPlayerEndReached(); // 0x2217c30 [Final Native Protected]
    void OnMediaPlayerOpenFailed(const FString& UrlFailedToOpen); // 0x2217c90 [Final Native Protected]
    void OnMediaPlayerOpened(const FString& OpenedUrl); // 0x2217e00 [Final Native Protected]
    bool IsMediaPaused(); // 0x2218210 [Final Native Public]
    bool GetShouldMuteAudio(); // 0x2218110 [Final Native Public]

// UAHNewGamePlusBoostComponent (/Script/AtomicHeart.AHNewGamePlusBoostComponent)
    void OnTargetEnemySet(AAHBaseCharacter* EnemyCharacter); // 0x274f500 [Event Protected]
    void OnTargetEnemyCleared(); // 0x274f500 [Event Protected]
    void OnRevive(); // 0x274f500 [Event Protected]
    void OnPolymerAbilityBlocked(TSubclassOf<UAHGameplayAbility> BlockedAbilityType); // 0x274f500 [Event Public]
    void OnDeath(const FHitParameters& HitParameters); // 0x274f500 [Event Protected]
    void OnDamageReceived(const FHitParameters& HitParameters); // 0x274f500 [Event Protected]
    void OnDamageAvoided(const FHitParameters& HitParameters); // 0x274f500 [Event Protected]
    void OnDamageApplied(const FHitParameters& HitParameters, AAHBaseCharacter* EnemyCharacter); // 0x274f500 [Event Protected]
    void OnBoostedCharacterEvent(FAHCharacterEvent& Event); // 0x2218d80 [Final Native Public]
    void OnBoostCreated(const FGameplayTag& SelectedBoost, UDA_NewGamePlusCharacterSettings* Settings); // 0x274f500 [Event Public]
    void OnAbilityEnded(FGameplayTag& EventTag); // 0x274f500 [Event Protected]
    void OnAbilityActivated(const FGameplayTag& EventTag); // 0x274f500 [Event Protected]

// UAHNewGamePlusComponent (/Script/AtomicHeart.AHNewGamePlusComponent)
    void TryApplyOneOfTheBoosts(FGameplayTagContainer& Boosts, bool bForceApply); // 0x2219220 [Final Native Public]
    bool HasExactBoostByTag(const FGameplayTag& BoostTag); // 0x22193d0 [Final Native Public]
    FGameplayTagContainer GetAllAvailableBoosts(); // 0x22191a0 [Final Native Public]
    void DisableScalingForCharacter(); // 0x2219150 [Final Native Public]
    void DisableAnyBoostsForCharacter(); // 0x2219170 [Final Native Public]

// UAHPackFileSubsystem (/Script/AtomicHeart.AHPackFileSubsystem)
    float GetTotalChunksDownloadProgress(); // 0x22196c0 [Final Native Public]

// AAHPickupableItem (/Script/AtomicHeart.AHPickupableItem)
    void StartItemLevelSequence(); // 0x274f500 [Event Public]
    void SetInventoryDataAndUpdateMesh(int32 Amount, UDA_ItemBase* ItemData); // 0x221a020 [Final Native Public]
    void SetAnimationsEnabled(bool bEnabled); // 0x2219e10 [Final Native Protected]
    UBaseItemSaveInfo* ReadSaveInfo(); // 0x221a180 [Final Native Public]
    void OnPickupAnimationStarted(); // 0x274f500 [Event Public]
    void OnMeshesCreated(); // 0x274f500 [Event Protected]
    void OnMeshComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0x2219ae0 [Final Native Private]
    USkeletalMeshComponent* GetPickableSkeletalMesh(); // 0x21e4350 [Final Native Public]
    void DestroyItem(AAHBaseCharacter* InCharacter); // 0x221a1b0 [Final Native Public]
    void DeactivatePhysicsAndUnsubscribeFromHit(); // 0x2219ac0 [Final Native Private]

// UAHPlatformRegionSubsystem (/Script/AtomicHeart.AHPlatformRegionSubsystem)
    bool ShouldShowRegionalWarning(); // 0x221a990 [Final Native Public]
    FString GetPlatformRegion(); // 0x221a8d0 [Final Native Public]

// UAHPlayerAnimInstance (/Script/AtomicHeart.AHPlayerAnimInstance)
    void SetRightHandExtraOffset(const FVector& InTranslation, const FRotator& InRotation); // 0x221cc40 [Final Native Public]
    void SetLeftHandExtraOffset(const FVector& InTranslation, const FRotator& InRotation); // 0x221ca70 [Final Native Public]
    void SetHandsExtraOffset(const FVector& InTranslation, const FRotator& InRotation); // 0x221ce10 [Final Native Public]
    void SetCameraStrengthAlphaEnabled(bool bInEnabled); // 0x221d180 [Final Native Public]
    bool OnStartReloadAnimation(UAnimMontage* InAnimation, float InRate); // 0x221cfe0 [Native Event Public]
    void OnNoAmmoActionPressed(); // 0x274f500 [Event Public]
    void OnDrivingVehicle(bool bIsDriving, TSubclassOf<UAnimInstance> SteeringABP); // 0x274f500 [Event Public]
    bool IsSliding(); // 0x221bb80 [Final Native Protected]
    bool HasDodgeSequences(const FGameplayTag& InDodgeBackTag, const FGameplayTag& InDodgeLeftTag, const FGameplayTag& InDodgeRightTag); // 0x221be50 [Final Native Protected]
    float GetSlideRelativeViewYaw(); // 0x221bb40 [Final Native Protected]
    void GetRotationInterpolatedValues(const float& YRotInterp, const float& ZRotInterp); // 0x221c430 [Final Native Protected]
    void GetRightHandSkillOffset(const FVector& OutTranslation, const FRotator& OutRotation); // 0x221b520 [Final Native Protected]
    void GetRightHandExtraOffset(const FVector& OutTranslation, const FRotator& OutRotation); // 0x221b1c0 [Final Native Protected]
    float GetRelativeSlideDirection(); // 0x221bb60 [Final Native Protected]
    AAHPlayerCharacter* GetPlayerCharacter(); // 0x221bbc0 [Final Native Protected]
    void GetLeftHandSkillOffset(const FVector& OutTranslation, const FRotator& OutRotation); // 0x221b6d0 [Final Native Protected]
    void GetLeftHandExtraOffset(const FVector& OutTranslation, const FRotator& OutRotation); // 0x221b010 [Final Native Protected]
    bool GetIsSwimmingRight(); // 0x221b8e0 [Final Native Protected]
    bool GetIsSwimmingLeft(); // 0x221b950 [Final Native Protected]
    bool GetIsSwimmingIdle(); // 0x221b8a0 [Final Native Protected]
    bool GetIsSwimmingForward(); // 0x221ba30 [Final Native Protected]
    bool GetIsSwimmingBackwards(); // 0x221b9d0 [Final Native Protected]
    bool GetIsSwimming(); // 0x221bbf0 [Final Native Protected]
    bool GetIsSubmerged(); // 0x221bba0 [Final Native Protected]
    bool GetIsSprinting(); // 0x221c290 [Final Native Protected]
    bool GetIsOffsetSkillActive(); // 0x221b880 [Final Native Protected]
    bool GetIsHrazDialogPlaying(); // 0x221ba90 [Final Native Protected]
    bool GetIsFalling(); // 0x221c1b0 [Final Native Protected]
    bool GetIsCrouching(); // 0x221c180 [Final Native Protected]
    bool GetIsAttackingWithPermanentWeapon(); // 0x221ac80 [Final Native Protected]
    bool GetIsAiming(); // 0x221c260 [Final Native Protected]
    void GetHandsOffsetIfAttackBlocked(const FVector& OutTranslation, const FRotator& OutRotation); // 0x221acb0 [Final Native Protected]
    void GetHandsOffsetDuringSprint(const FVector& OutTranslation, const FRotator& OutRotation); // 0x221ae60 [Final Native Protected]
    void GetExtraHandsOffset(const FVector& OutTranslation, const FRotator& OutRotation); // 0x221b370 [Final Native Protected]
    void GetCurrentWeaponOffsetTransform(const FVector& Translation, const FRotator& Rotation); // 0x221c8e0 [Final Native Protected]
    void GetCurrentWeaponAdditionalCrouchOffsetTransform(const FVector& Translation, const FRotator& Rotation, const bool& CrouchingAndNotAiming); // 0x221c5c0 [Final Native Protected]
    bool GetCameraStrengthAlphaEnabled(); // 0x221d160 [Final Native Public]
    FVector GetAimLocation(); // 0x221c2c0 [Final Native Protected]
    void DropHandsFinished(); // 0x221ac60 [Final Native Private]
    bool CheckAreSequencesValid(const TArray<bool>& InTagArrayToCheck); // 0x221bc10 [Final Native Protected]
    void CalculateHandsOffsets(); // 0x274f500 [Event Public]

// AAHPlayerCameraManager (/Script/AtomicHeart.AHPlayerCameraManager)
    void OnTimeLineUpdated(float Value); // 0x221e610 [Final Native Private]
    void OnFadeOutFinished(); // 0x221e5f0 [Final Native Private]
    void OnFadeInFinished(); // 0x221e5d0 [Final Native Private]
    float GetCurrentAimProgress(); // 0x221e6e0 [Final Native Public]
    void AimStateChanged__DelegateSignature(const EAimState& NewAimState); // 0x274f500 [Public]

// AAHPlayerCharacter (/Script/AtomicHeart.AHPlayerCharacter)
    void UseLootBox(ULootBoxComponent* InLootBoxComponent, bool bInForce); // 0x221fdf0 [Native Public]
    void UpdateSensing(); // 0x221ea80 [Final Native Private]
    void TryToLockpick(ULockComponent* LockComponent, bool bIsElectric); // 0x2220200 [Final Native Public]
    void TryActivateDeathAbility(); // 0x221e890 [Final Native Private]
    void TakeWeapon(UDA_ItemBaseWeapon* WeaponItemDataAsset, bool bInstant); // 0x221ed30 [Final Native Public]
    bool ShouldReloadWithOneHand(); // 0x221ed10 [Final Native Public]
    void SetIntroSectionFinished(bool bInIsIntroSectionFinished, bool bSkipSubsystemInitialization); // 0x2220730 [Final Native Public]
    void SetFPCameraSpringArmRotationLag(bool bEnableRotationLag, float RotationLagSpeed, float RotationLagSpeedBlendTime); // 0x221fb70 [Final Native Public]
    void SetFPCameraSpringArmDefaultRotationLag(float BlendTime); // 0x221faa0 [Final Native Public]
    void SetAudioThemeData(UDA_AudioThemeData* InData); // 0x22208b0 [Final Native Public]
    void RespawnAtSafePosition(FTransform& RespawnTransform, float RespawnHealthFraction); // 0x221f8d0 [Final Native Public]
    void RemoveAllInventoryItems(); // 0x2220030 [Final Native Public]
    void ProcessPendingLootBox(); // 0x221ea60 [Final Native Private]
    void PlayNoEnergySound(); // 0x221f740 [Final Native Public]
    void OnSeePawn(APawn* Pawn); // 0x221eaa0 [Final Native Protected]
    void OnLastChanceCooldownEnd(); // 0x221ea40 [Final Native Private]
    void K2_OnDrivingVehicle(bool IsDriving, UDA_VehicleAnimations* AnimationsData); // 0x274f500 [Event Public]
    bool IsSwimmingInWater(); // 0x221ff50 [Final Native Public]
    bool IsSwimmingInPolymer(); // 0x221ff80 [Final Native Public]
    bool IsIntroSectionFinished(); // 0x2220710 [Final Native Public]
    void InstantTakeWeapon(UDA_ItemBaseWeapon* WeaponItemDataAsset); // 0x221f660 [Final Native Public]
    void InstantTakePickupableWeapon(AAHPickupableItem* WeaponItem, bool bShouldDestroy); // 0x221f220 [Final Native Public]
    bool HasUniqueItemInHands(); // 0x22204b0 [Final Native Public]
    UTargetingComponent* GetTargetingComponent(); // 0x2220610 [Final Native Public]
    USpecialAbilitiesComponent* GetSpecialAbilitiesComponent(); // 0x221fdd0 [Final Native Public]
    UCharacterSkillsComponent* GetSkillsComponentChecked(); // 0x2220550 [Final Native Public]
    TArray<void> GetSelectedEnemies(); // 0x2220100 [Final Native Public]
    UQuestComponent* GetQuestComponent(); // 0x221f8b0 [Final Native Public]
    URageComponent* GetPlayerRageComponent(); // 0x2220510 [Final Native Public]
    FText GetPickupableItemName(); // 0x22203e0 [Final Native Public]
    AAHPickupableItem* GetPickupableItem(); // 0x2220480 [Final Native Public]
    UMarkAggregatorComponent* GetMarkAggregatorComponent(); // 0x2220530 [Final Native Public]
    bool GetIsPaniniProjectionEnabled(); // 0x221fdb0 [Final Native Public]
    UAHInventory* GetInventoryPlayerStorage(); // 0x2220570 [Final Native Public]
    UAHInventoryPlayer* GetInventoryPlayer(); // 0x2220590 [Final Native Public]
    AInteractiveObject* GetInteractiveObject(); // 0x2220190 [Final Native Public]
    UObject* GetInteractionPayload(); // 0x22204e0 [Final Native Public]
    UEleanoreDialogComponent* GetEleanoreDialogComponent(); // 0x2220a70 [Final Native Public]
    int32 GetCurrentWeaponInventoryAmmoCount(); // 0x22205b0 [Final Native Public]
    float GetCurrentAudioThemeLevel(); // 0x22209f0 [Final Native Public]
    UCharacterSkillsComponent* GetCharacterSkillsComponent(); // 0x2220550 [Final Native Public]
    UAudioThemePlayerComponent* GetAudioThemeLevelCpmponent(); // 0x22209d0 [Final Native Public]
    int32 GetAmmoCount(); // 0x221ec30 [Final Native Protected]
    ABaseWeapon* FindWeaponByDataAsset(UDA_ItemBaseWeapon* WeaponItemDataAsset); // 0x221ee90 [Final Native Public]
    void EquipWeaponByDataAsset(UDA_ItemBaseWeapon* WeaponItemDataAsset); // 0x221f060 [Final Native Public]
    void EquipEmptyHands(); // 0x221f760 [Final Native Public]
    void EndLockpick(); // 0x22201c0 [Final Native Public]
    void EnablePaniniProjection(bool bInEnable); // 0x2220630 [Final Native Public]
    void DisembarkFromVehicle(bool bShouldActivateCameraAndMovementControls); // 0x221f7d0 [Final Native Public]
    void AutoHealEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void ActivatWeaponSlot(int32 WeaponSlotIndex, bool bInstant); // 0x221e8e0 [Final Native Private]

// ABasePlayerController (/Script/AtomicHeart.BasePlayerController)
    void TurnOffAdaptiveTriggersEffect(bool bLeft); // 0x2285b30 [Final Native Public]
    void TryExecutePS5AdaptiveTriggers(int32 LeftRight, int32 Mode, int32 Value1, int32 Value2, int32 Value3, int32 Value4, const TArray<void>& Value5); // 0x2285490 [Native Protected]
    void ToggleMainMenu(); // 0x22858d0 [Final Native Public]
    void SpecialContrastModeChanged(int32 ContrastMode); // 0x274f500 [Event Public]
    void SetSensitivityMultiplier(float InSensitivityMultiplier); // 0x2286cb0 [Final Native Public]
    void SetLightbarColor(bool bEnabled, const FColor& Color); // 0x22859f0 [Final Native Public]
    void SetCursorPositionToCenter(); // 0x2287510 [Final Native Public]
    void ResetSensitivityMultiplier(); // 0x2286c90 [Final Native Public]
    void RemoveInputMappingContext(const FGameplayTag& ContextTag, UObject* Object); // 0x2286da0 [Final Native Public]
    void RemapInput(const FString& ActionGroupId, FKey& NewKey, FKey& OldKey); // 0x274f500 [Event Public]
    void RemapGamepadInput(int32 PresetIndex); // 0x274f500 [Event Public]
    void PlayForceFeedback(const FGameplayTag& ForceFeedbackTag, bool bFeedbackInPause); // 0x22862e0 [Final Native Public]
    void OnRemapKeyPressed(UOptionsWidget* OptionsWidget, const FString& SettingId, FKey& NewKey, FKey& OldKey); // 0x274f500 [Event Public]
    void OnInputTipTextRequested(FText& TipText); // 0x274f500 [Event Public]
    UPaperSprite* OnIconForActionRequested(const FGameplayTag& ActionTag); // 0x274f500 [Event Public]
    void OnEscapePressed(); // 0x2285470 [Native Protected]
    void K2_OnLoadingScreenClosed(); // 0x274f500 [Event Public]
    bool K2_HasInputContextApplied(const FGameplayTag& InputContextTag); // 0x2285910 [Final Native Public]
    void K2_FlushPressedKeys(); // 0x22858f0 [Final Native Public]
    void InjectActionByTag(const FGameplayTag& ActionTag); // 0x2286ad0 [Final Native Public]
    void HighlightQuestItemsEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightPlayerEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightInteractablesEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightClimbingEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void HighlightAICharactersEnabled(bool bEnabled); // 0x274f500 [Event Public]
    bool GetWaitingToSetKey(); // 0x22864c0 [Final Native Public]
    float GetSensitivityMultiplier(); // 0x2286d80 [Final Native Public]
    UPaperSprite* GetQTEInputActionIcon(const FGameplayTag& ActionTag); // 0x22864e0 [Final Native Public]
    UPaperSprite* GetKeyIcon(const FKey& Key); // 0x2286770 [Final Native Public]
    bool GetIsGamepadControlled(); // 0x2287530 [Final Native Public]
    UTaggedInputMappingContext* GetInputMappingContext(const FGameplayTag& ContextTag); // 0x2287060 [Final Native Public]
    FInputActionValue GetInputActionValue(const FGameplayTag& ActionTag); // 0x2287190 [Final Native Public]
    TArray<void> GetInputActionIcons(const FGameplayTag& ActionTag); // 0x2286600 [Final Native Public]
    UPaperSprite* GetInputActionIcon(const FGameplayTag& ActionTag, bool bInCheckModifiers, bool bInNegate); // 0x22868b0 [Final Native Public]
    UTaggedInputAction* GetInputAction(const FGameplayTag& ActionTag); // 0x2287290 [Final Native Public]
    float GetCurrentInputDeviceSensitivity(); // 0x22874b0 [Final Native Public]
    int32 GetContextPriority(const FGameplayTag& ContextTag); // 0x22873c0 [Final Native Public]
    TArray<void> GetAppliedContexts(); // 0x2286440 [Final Native Public]
    void ExecuteActionByTag(const FGameplayTag& ActionTag); // 0x2286bb0 [Final Native Public]
    void BlackAndWhiteModeEnabled(bool bEnabled); // 0x274f500 [Event Public]
    void ApplyInputMappingContext(const FGameplayTag& ContextTag, UObject* Object); // 0x2286f00 [Final Native Public]
    void ApplyGameplayMappingContext(); // 0x2286ab0 [Native Public]
    void ApplyAdaptiveTriggerVibrationEffect(bool bLeft, int32 StartPosition, int32 Frequency, int32 Amplitude); // 0x2286090 [Final Native Public]
    void ApplyAdaptiveTriggerFeedbackEffect(bool bLeft, int32 Position, int32 Strength); // 0x2285ec0 [Final Native Public]
    void ApplyAdaptiveTriggerAdvancedFeedbackEffect(bool bLeft, int32 StartPosition, int32 EndPosition, int32 StartStrength, int32 EndStrength); // 0x2285bf0 [Final Native Public]
    void AHRemapMappingKey(FEnhancedActionKeyMapping& InKeyMapping, FKey& InKey); // 0x2287560 [Final Native Public]

// AAHPlayerController (/Script/AtomicHeart.AHPlayerController)
    void UseInputReleased(); // 0x2222be0 [Final Native Protected]
    void UseInputPressed(); // 0x2222c60 [Final Native Protected]
    void UnlockInputPressed(); // 0x2222860 [Final Native Protected]
    void ToggleWorldMap(); // 0x2224d10 [Final Native Public]
    void ToggleSpectatorMode(); // 0x2224ba0 [Final Native Public]
    void ToggleQuestsJournal(); // 0xf824b0 [Final Native Public]
    void ToggleInventory(); // 0x2224d30 [Final Native Public]
    void ToggleHUDVisibility(); // 0x2222220 [Final Native Protected]
    void ToggleCraftWindow(); // 0x2224cf0 [Final Native Public]
    void TelekineticThrowInputRepeating(); // 0x2222940 [Final Native Protected]
    void TelekineticThrowInputReleased(); // 0x22228d0 [Final Native Protected]
    void TelekineticThrowInputPressed(); // 0x22229b0 [Final Native Protected]
    void SwitchHealingConsumableForward(); // 0x22219f0 [Final Native Protected]
    void SwitchHealingConsumableBackward(); // 0x22219d0 [Final Native Protected]
    void SwitchCameraView(); // 0x2222370 [Final Native Protected]
    void SwapSpecialAbilitiesSlots(); // 0x22216f0 [Final Native Protected]
    void StealthKillStart(); // 0x22222c0 [Final Native Protected]
    void ShowNoteHint(const TSoftObjectPtr<UDA_NoteInfo>& InNoteInfo); // 0x2224310 [Final Native Public]
    void ShockerInputReleased(); // 0x2222a20 [Final Native Protected]
    void ShockerInputPressed(); // 0x2222aa0 [Final Native Protected]
    void SetViewTargetToFPWithBlend(float BlendTime, uint8 BlendFunc); // 0x2224110 [Final Native Public]
    void SelectCassette(); // 0x22246f0 [Final Native Public]
    void ScrollWeapons(FInputActionValue& ActionValue); // 0x2224a10 [Final Native Public]
    void ScrollCassettes(FInputActionValue& ActionValue); // 0x2224830 [Final Native Public]
    void ScanInputReleased(); // 0x2222750 [Final Native Protected]
    void ScanInputPressed(); // 0x22227c0 [Final Native Protected]
    void ReloadInputPressed(); // 0x2222480 [Final Native Protected]
    void RadialMenuActionReleased(); // 0x22218f0 [Final Native Protected]
    void RadialMenuActionPressed(); // 0x2221960 [Final Native Protected]
    void OnTurnRateInputTriggered(FInputActionValue& ActionValue); // 0x2223780 [Final Native Protected]
    void OnSpecialAbilitySustainButtonReleased(); // 0xf824b0 [Final Native Protected]
    void OnSpecialAbilitySustainButtonPressed(); // 0xf824b0 [Final Native Protected]
    void OnSpecialAbility2ActivationButtonReleased(); // 0x22217b0 [Final Native Protected]
    void OnSpecialAbility2ActivationButtonPressed(); // 0x2221830 [Final Native Protected]
    void OnSpecialAbility1ActivationButtonReleased(); // 0x2221850 [Final Native Protected]
    void OnSpecialAbility1ActivationButtonPressed(); // 0x22218d0 [Final Native Protected]
    void OnSaveGameLoaded(USlotInfo* SlotInfo); // 0x2224010 [Final Native Protected]
    void OnQuickRespawnPressed(); // 0x2224d50 [Final Native Public]
    void OnPlayerDeath(FHitParameters& HitParameters); // 0x2221550 [Final Native Private]
    void OnMoveUpPressed(FInputActionValue& ActionValue); // 0x2223520 [Final Native Protected]
    void OnMoveInputReleased(); // 0x2223e80 [Native Protected]
    void OnMoveInputPressed(FInputActionValue& ActionValue); // 0x2223ea0 [Native Protected]
    void OnLookUpRateInputTriggered(FInputActionValue& ActionValue); // 0x2223970 [Final Native Protected]
    void OnLookInputWithRateTriggered(FInputActionValue& ActionValue); // 0x2223d80 [Final Native Protected]
    void OnLookInputTriggered(FInputActionValue& ActionValue); // 0x2223b60 [Final Native Protected]
    void OnGameSaved(); // 0x2223fa0 [Final Native Protected]
    void JumpInputReleased(); // 0x2223420 [Final Native Protected]
    void JumpInputPressed(); // 0x22234a0 [Final Native Protected]
    bool IsHoldingAbilitySustainButton(); // 0x22240f0 [Final Native Public]
    bool IsDLC2(); // 0x2221650 [Native Event Protected]
    void HideNoteHint(); // 0x22242f0 [Final Native Public]
    void HideCharacterHUD(bool bInShowMarks); // 0x2224460 [Final Native Public]
    void EquipPreviousWeapon(); // 0x2222140 [Final Native Protected]
    void EquippedItemSecondaryInputRepeating(float Value); // 0x2222e20 [Final Native Protected]
    void EquippedItemSecondaryInputReleased(float Value); // 0x2222ce0 [Final Native Protected]
    void EquippedItemSecondaryInputPressed(float Value); // 0x2222f50 [Final Native Protected]
    void EquippedItemPrimaryInputRepeating(float Value); // 0x22231c0 [Final Native Protected]
    void EquippedItemPrimaryInputReleased(float Value); // 0x2223080 [Final Native Protected]
    void EquippedItemPrimaryInputPressed(float Value); // 0x22232f0 [Final Native Protected]
    void DropGrabbedObjectPressed(); // 0x2221a30 [Final Native Protected]
    void Dodge(); // 0x2221680 [Final Native Protected]
    void DeactivateSlot6(); // 0x2221aa0 [Final Native Protected]
    void DeactivateSlot5(); // 0x2221ba0 [Final Native Protected]
    void DeactivateSlot4(); // 0x2221ca0 [Final Native Protected]
    void DeactivateSlot3(); // 0x2221da0 [Final Native Protected]
    void DeactivateSlot2(); // 0x2221ea0 [Final Native Protected]
    void DeactivateSlot1(); // 0x2221fa0 [Final Native Protected]
    void DeactivateSlot0(); // 0x2221aa0 [Final Native Protected]
    void CrouchInputReleased(); // 0x22225a0 [Final Native Protected]
    void CrouchInputPressed(); // 0x2222610 [Final Native Protected]
    void CreateOrShowCharacterHUD(); // 0x2224540 [Final Native Public]
    void CancelInteraction(); // 0x2222410 [Final Native Protected]
    void CallCassetteChangingMenu(); // 0x2224560 [Final Native Public]
    void BroadcastWidgetChangedEvent(const FName& InEventName); // 0x2224bc0 [Final Native Public]
    void AttractionStateInputReleased(); // 0x2222b20 [Final Native Protected]
    void AttractionStateInputPressed(); // 0x2222b40 [Final Native Protected]
    void ActivateSlot6(); // 0x2221b20 [Final Native Protected]
    void ActivateSlot5(); // 0x2221c20 [Final Native Protected]
    void ActivateSlot4(); // 0x2221d20 [Final Native Protected]
    void ActivateSlot3(); // 0x2221e20 [Final Native Protected]
    void ActivateSlot2(); // 0x2221f20 [Final Native Protected]
    void ActivateSlot1(); // 0x2222010 [Final Native Protected]
    void ActivateSlot0(); // 0x2222080 [Final Native Protected]
    void ActivatePreviousSlot(); // 0x2222100 [Final Native Protected]
    void ActivateNextSlot(); // 0x2222120 [Final Native Protected]
    void ActivateHealthSlot(); // 0x2221a10 [Final Native Protected]

// UAHPlayerControllerStreamingLogic (/Script/AtomicHeart.AHPlayerControllerStreamingLogic)
    void OnPawnControllerChanged(APawn* Pawn, AController* Controller); // 0x2225ea0 [Final Native Private]

// UAHPlayerSpecialAbility (/Script/AtomicHeart.AHPlayerSpecialAbility)
    void OnHandOffEnded(); // 0x2226400 [Native Protected]
    void K2_OnAbilityResourceCriticalLevelReached(); // 0x274f500 [Event Protected]

// UAHPushDynamicBoxComponent (/Script/AtomicHeart.AHPushDynamicBoxComponent)
    void OnBoxHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0x2226b10 [Final Native Private]
    void K2_OnPushDynamicActor(AActor* PushedActor, UPrimitiveComponent* PushedComponent); // 0x274f500 [Event Protected]

// UAHScrollBox (/Script/AtomicHeart.AHScrollBox)
    void UpdateScrollBarVisibility(bool bHoldOffset); // 0x2228030 [Final Native Public]

// UAHSettings (/Script/AtomicHeart.AHSettings)
    UAHSettings* GetGameSettings(); // 0x2228290 [Final Native Static Public]

// AAHShockerCue_Actor (/Script/AtomicHeart.AHShockerCue_Actor)
    void K2_SpawnEmptyActivationFX(USkeletalMeshComponent* SourceMesh, const FName& SourceBoneName, const FVector& TargetPoint, const FVector& NormalOrZero, bool bShockerPowerSkillActive); // 0x274f500 [Event Protected]
    void K2_SpawnComponentActivationFX(USkeletalMeshComponent* SourceMesh, const FName& SourceBoneName, const FVector& TargetPoint, USkeletalMeshComponent* OptionalTargetMesh, bool bShockerPowerSkillActive); // 0x274f500 [Event Protected]
    void K2_SpawnCharacterActivationFX(USkeletalMeshComponent* SourceMesh, const FName& SourceBone, USkeletalMeshComponent* TargetMesh, const FName& TargetBone, bool bChainLightning, bool bWeakChainLightning, bool bShockerPowerSkillActive); // 0x274f500 [Event Protected]
    void K2_ComboWindowEndFX(AAHPlayerCharacter* PlayerChar); // 0x274f500 [Event Protected]
    void K2_ComboWindowBeginFX(AAHPlayerCharacter* PlayerChar); // 0x274f500 [Event Protected]

// UAHSignificanceComponent (/Script/AtomicHeart.AHSignificanceComponent)
    bool RequestChangeSignificanceLevel(float Significance, bool bForce); // 0x22290a0 [Native Public]
    void K2_RegisterForSignificance(); // 0x2229080 [Final Native Public]
    void K2_OnSignificanceLevelChanged(const ESignificanceLevels& InSignificanceLevel); // 0x274f500 [Event Public]

// AAHSimpleDestructibleActor (/Script/AtomicHeart.AHSimpleDestructibleActor)
    void StopBurningSound(int32 TransitionDuration); // 0x2229d80 [Final Native Public]
    void PlayBurningSound(USceneComponent* AttachComponent); // 0x2229e50 [Final Native Public]
    void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x2229400 [Final Native Public]
    void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x2229ae0 [Final Native Public]
    void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2229730 [Final Native Public]
    void K2_OnSpawnedOnCharacterDeath(); // 0x274f500 [Event Public]
    void K2_OnDeathStateLoaded(); // 0x274f500 [Event Public]
    void K2_DeactivateDestructible(); // 0x274f500 [Event Public]
    void K2_ActivateDestructible(bool bWithExplosion); // 0x274f500 [Event Public]
    bool IsBeingRepaired(); // 0x274f500 [Event Public]
    ULootBoxComponent* GetLootBoxComponent(); // 0x2229f50 [Final Native Public]
    bool GetIsLoaded(); // 0x2229f30 [Final Native Public]

// UAHSkeletalMeshUtils (/Script/AtomicHeart.AHSkeletalMeshUtils)
    void SetSkeletalTickEnabled(USkeletalMeshComponent* MeshComponent, bool bEnabled); // 0x222b2a0 [Final Native Static Public]
    void SetSkeletalShouldUpdateOverlapsOnAnimationFinalize(USkeletalMeshComponent* MeshComponent, bool bShouldUpdate); // 0x222b0f0 [Final Native Static Public]
    void SetSkeletalMeshConstraintLinearLimits(USkeletalMeshComponent* MeshComponent, const FName& ConstraintName, uint8 ConstraintMotion, float LinearLimit); // 0x222ac00 [Final Native Static Public]
    void OverrideMeshMaterials(USkeletalMeshComponent* MeshComponent, const TArray<void>& OverrideMaterials); // 0x222af60 [Final Native Static Public]
    void GetSkeletalMeshConstraintsAngularLimits(USkeletalMeshComponent* InMeshComponent, const TArray<TMap<FName, void>>& InConstraintNames, TMap<FName, void>& OutAngularLimits); // 0x222a450 [Final Native Static Public]
    void GetSkeletalMeshConstraintAngularLimits(USkeletalMeshComponent* InMeshComponent, const FName& InConstraintName, const float& OutAngularSwing1Limit, const float& OutAngularTwistLimit, const float& OutAngularSwing2Limit); // 0x222a830 [Final Native Static Public]

// AAHSpecialAbilityCostCue_Actor (/Script/AtomicHeart.AHSpecialAbilityCostCue_Actor)
    void AlternativeCostFXStart(AAHPlayerCharacter* PlayerChar); // 0x274f500 [Event Protected]
    void AlternativeCostFXEnd(AAHPlayerCharacter* PlayerChar); // 0x274f500 [Event Protected]
    void AlternativeCostFXBossFailed(AAHPlayerCharacter* PlayerChar); // 0x274f500 [Event Protected]

// AAHSymbioticCorpse (/Script/AtomicHeart.AHSymbioticCorpse)
    AAHAICharacter* TransformToCharacter(); // 0x222ba00 [Final Native Public]
    void OnTransformationInitialized(); // 0x274f500 [Event Public]
    void OnPobegEnteredBody(); // 0x222ba30 [Final Native Public]
    void LimbDismembered(); // 0x222ba50 [Final Native Public]
    bool IsSymbiosisEnabled(); // 0x222bc70 [Final Native Public]
    void InitializeTransformation(AAHAICharacter* TransformingCharacter); // 0x222bb90 [Final Native Public]
    ECorpseTransformationState GetTransformationState(); // 0x222bcb0 [Final Native Public]

// UAHVehicleDamagePointComponent (/Script/AtomicHeart.AHVehicleDamagePointComponent)
    float GetRelativeHealth(); // 0x2232c70 [Final Native Public]
    float GetRelativeAccumulatedDamage(); // 0x2232c00 [Final Native Public]

// UAHVehicleDetectionBoxComponent (/Script/AtomicHeart.AHVehicleDetectionBoxComponent)
    void OnBoxEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x2232e50 [Final Native Private]
    void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x22330c0 [Final Native Private]

// UAHVehicleInputHandler (/Script/AtomicHeart.AHVehicleInputHandler)
    void TurnRight(FInputActionValue& ActionValue); // 0x2233b20 [Final Native Public]
    void TryGetOut(); // 0x22337c0 [Final Native Public]
    void ToggleMap(); // 0x2233740 [Final Native Public]
    void ToggleInventory(); // 0x22336c0 [Final Native Public]
    void SwitchCameraView(); // 0x2233820 [Final Native Public]
    void OnHandbrakeReleased(); // 0x2233860 [Final Native Public]
    void OnHandbrakePressed(); // 0x22338a0 [Final Native Public]
    void MoveForward(FInputActionValue& ActionValue); // 0x2233c60 [Final Native Public]
    void LookUp(FInputActionValue& ActionValue); // 0x22338e0 [Final Native Public]
    void LookRight(FInputActionValue& ActionValue); // 0x2233a00 [Final Native Public]

// UAHVehicleWaterDetectionComponent (/Script/AtomicHeart.AHVehicleWaterDetectionComponent)
    void OnChangeEngineMalfunctionProgress(); // 0x2234030 [Final Native Private]
    void OnBoxEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x2234050 [Final Native Private]
    void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2234370 [Final Native Private]
    bool IsInWater(); // 0x22347a0 [Final Native Public]

// UAHVersusSequenceSubsystem (/Script/AtomicHeart.AHVersusSequenceSubsystem)
    void OnWorldPostCleanup(UWorld* World, bool bSessionEnded, bool bCleanupResources); // 0x2234a40 [Final Native Protected]

// UAHWeaponTargetSelector (/Script/AtomicHeart.AHWeaponTargetSelector)
    void SetCapturedTargetsLimit(int32 MaxCapturedTargetsCount); // 0x2235860 [Final Native Public]
    void K2_OnTargetUncaptured(AActor* TargetActor); // 0x274f500 [Event Protected]
    void K2_OnTargetLost(AActor* TargetActor); // 0x274f500 [Event Protected]
    void K2_OnTargetCaptured(AActor* TargetActor); // 0x274f500 [Event Protected]
    void K2_OnTargetAdded(AActor* TargetActor); // 0x274f500 [Event Protected]
    AActor* GetBestTarget(); // 0x2235940 [Final Native Public]

// UAHWeaponCassetteSlot (/Script/AtomicHeart.AHWeaponCassetteSlot)
    void OnCassetteSpawned(const FName& InSocketName); // 0x2235120 [Final Native Public]
    void OnCassetteDestroyed(const FName& SocketName, bool bDestroyLast); // 0x2234fa0 [Final Native Public]
    TArray<void> GetSupportedCassetteTypes(); // 0x2235200 [Final Native Public]
    int64 GetCurrentCassetteItemId(); // 0x22354d0 [Final Native Public]
    UDA_Cassette* GetCurrentCassetteData(); // 0x22354a0 [Final Native Public]
    float GetCurrentCassetteChargesNormalized(); // 0x2235530 [Final Native Public]
    float GetCurrentCassetteCharges(); // 0x2235440 [Final Native Public]
    bool ConsumeCurrentCassetteCharge(const float& ActuallyConsumed, float InConsumeCharges); // 0x22352c0 [Final Native Public]

// AAHWheeledVehicle (/Script/AtomicHeart.AHWheeledVehicle)
    void SetActivateVehiclePhysicsSimply(bool bActivate); // 0x2236b50 [Final Native Public]
    void OnStopRepair(bool bSuccessful); // 0x2235e80 [Final Native Private]
    void OnStartRepair(); // 0x2235f60 [Final Native Private]
    void OnHealthLevelChanged(AController* InstigatedBy, AActor* DamageCauser, const EHealthLevel& PreviousHealthLevel, const EHealthLevel& CurrentHealthLevel); // 0x2236270 [Final Native Private]
    void OnDriverDeath(FHitParameters& HitParameters); // 0x2235fb0 [Final Native Private]
    void OnDeath(AActor* DamagedActor, float Damage, UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser); // 0x2236520 [Final Native Private]
    void OnCheckIfPhysicsShouldBeDeactivated(); // 0x22360f0 [Final Native Private]
    void OnCameraSwitched(bool bEnabled, UCameraComponent* SwitchedCamera); // 0x274f500 [Event Protected]
    void K2_TurnOffEngine(); // 0x274f500 [Event Protected]
    void K2_StartEngine(); // 0x274f500 [Event Protected]
    void K2_OnWheelsHit(float FallSpeed, float Damage); // 0x274f500 [Event Protected]
    void K2_OnStopEngineMalfunction(); // 0x274f500 [Event Protected]
    void K2_OnStaticHullHit(const FVector& ImpactPoint, const FVector2D& UV, const FVector& HitDirection, FGameplayTagContainer& DamageTags); // 0x274f500 [Event Protected]
    void K2_OnStartEngineMalfunction(); // 0x274f500 [Event Protected]
    void K2_OnHealthLevelChanged(const EHealthLevel& HealthLevel); // 0x274f500 [Event Protected]
    void K2_OnHeadlightsSwitched(bool bActive); // 0x274f500 [Event Protected]
    void K2_OnEngineMalfunctionProgress(float Alpha); // 0x274f500 [Event Protected]
    void K2_OnEngineBroken(); // 0x274f500 [Event Protected]
    void K2_OnDeath(bool bDriverInVehicle); // 0x274f500 [Event Protected]
    bool IsAnyConstraintBroken(const FName& LeftConstraint, const FName& RightConstraint); // 0x2236830 [Final Native Protected]
    void InitiateLightFlickering(const EVehicleLightFlickeringType& FlickeringType); // 0x274f500 [Event Public]
    bool HasDriver(); // 0x2236ea0 [Final Native Public]
    UVehicleNavModifierComponent* GetVehicleNavModifierComponent(); // 0x2236b10 [Final Native Public]
    FGameplayTag GetVehicleGameplayTag(); // 0x2236b30 [Final Native Public]
    float GetThrottle(); // 0x2236e70 [Final Native Public]
    float GetSteerAngle(); // 0x2236c60 [Final Native Public]
    float GetSpeed(); // 0x2236ed0 [Final Native Public]
    float GetRelativeSteering(); // 0x2236e40 [Final Native Public]
    UAHWheeledVehicleMoveComponent* GetAHWheeledVehicleMoveComponent(); // 0x2236f00 [Final Native Public]
    void DeathImpl(AController* InstigatedBy, AActor* DamageCauser); // 0x2236110 [Final Native Private]
    void BreakVehicleConstraint(const FName& ConstraintName); // 0x2236a00 [Final Native Protected]

// UAHWorldStreamingSubsystem (/Script/AtomicHeart.AHWorldStreamingSubsystem)
    void UpdateOnlyLoadedLevelsOnWorldComposition(bool bEnable); // 0x22384a0 [Final Native Public]
    bool GetIsWorldStreamingEnabled(); // 0x2238630 [Final Native Public]
    bool GetIsWorldCompositionEnabled(); // 0x22386d0 [Final Native Public]
    void EnableWorldComposition(); // 0x2238610 [Final Native Public]
    void EnableLevelStreaming(bool bUpdateStreamingVolumes); // 0x22382d0 [Final Native Public]
    void DisableWorldComposition(); // 0x22385f0 [Final Native Public]
    void DisableLevelStreaming(bool bDisableStreamingVolumeUpdate); // 0x22381e0 [Final Native Public]

// AAHWwiseAcousticPortal (/Script/AtomicHeart.AHWwiseAcousticPortal)
    void OnDoorStateChanged(const EDoorState& DoorState); // 0x2238a80 [Final Native Public]

// AAHWwiseActor (/Script/AtomicHeart.AHWwiseActor)
    void PlayEvent(FAHWwiseEventContainer& InEventContainer); // 0x2238d40 [Final Native Public]
    void OnEventPlayed(FAHWwisePlayingEventInfo& EventInfo); // 0x2238bf0 [Native Protected]

// UAHWwiseBridgeSubsystem (/Script/AtomicHeart.AHWwiseBridgeSubsystem)
    void OnPendingRoomLevelLoaded(ULevel* Level, UWorld* World); // 0x2239660 [Final Native Private]
    void OnPendingPortalLevelRemoved(ULevel* Level, UWorld* World); // 0x2239120 [Final Native Private]

// UAHWwiseComponent (/Script/AtomicHeart.AHWwiseComponent)
    void WwiseDopplerEffectWithPhysic(float DeltaSec, float MultipleHi, float MultipleLow, float SoundSpeed); // 0x223aef0 [Final Native Public]
    void WwiseDopplerEffectNoPhysic(float DeltaSec, float MultipleHi, float MultipleLow, float SoundSpeed); // 0x223b180 [Final Native Public]
    void TryToRegisterWwiseComponent(); // 0x223aed0 [Final Native Public]
    bool SubscribeOnSignificance(USignificanceComponent* InSignificanceComponent, bool bNeedOverride); // 0x223a870 [Final Native Public]
    void StopPlayingEventWithID(int32 InPlayingID, int32 TransitionDuration); // 0x223cea0 [Final Native Public]
    void StopPlayingEventsWithName(const FString& InEventName, int32 TransitionDuration); // 0x223c3d0 [Final Native Public]
    void StopPlayingEvent(UAkAudioEvent* Event, int32 TransitionDuration); // 0x223d000 [Final Native Public]
    void StopPlayingDefinedEvent(int32 TransitionDuration); // 0x223c300 [Final Native Public]
    void StopPlayingAllEvents(); // 0x223c2e0 [Final Native Public]
    void SetSendEventsInSubtitleSubsystem(bool NewValue); // 0x223a4a0 [Final Native Public]
    void SetDefinedEvent(FAHWwiseEventContainer& InEventContainer); // 0x223d360 [Final Native Public]
    void SetAHSwitches(const TArray<void>& Switches); // 0x223b7b0 [Final Native Public]
    void SetAHSwitch(FAHWwiseSwitch& SWITCH); // 0x223b8e0 [Final Native Public]
    void SetAHRTPCs(const TArray<void>& RTPCs); // 0x223b570 [Final Native Public]
    void SetAHRTPC(FAHWwiseRTPC& RTPC); // 0x223b6b0 [Final Native Public]
    void SeekOnEventInPercent(UAkAudioEvent* Event, float SeekInPercent); // 0x223bc20 [Final Native Public]
    void SeekOnEvent(UAkAudioEvent* Event, int32 SeekInPosition); // 0x223bf80 [Final Native Public]
    void SeekOnDefinedEvent(int32 SeekInPosition); // 0x223bb40 [Final Native Public]
    void ResumeEventWithName(const FString& InEventName, int32 TransitionDuration); // 0x223c6c0 [Final Native Public]
    void ResumeEventWithID(int32 InPlayingID, int32 TransitionDuration); // 0x223c8e0 [Final Native Public]
    void ResumeDefinedEvent(int32 TransitionDuration); // 0x223c5f0 [Final Native Public]
    void ReportNoiseEvent(FNoiseParameters& Noise); // 0x223b9f0 [Final Native Public]
    void PostEventCallback(const EAkCallbackType& CallbackType, UAkCallbackInfo* CallbackInfo); // 0x2239e00 [Final Native Private]
    void PlayStoppedOnSignificanceEvents(); // 0x2226400 [Native Public]
    void PlayEvent(FAHWwiseEventContainer& InEventContainer); // 0x223d5d0 [Final Native Public]
    void PlayDefinedEvent(); // 0x223d5a0 [Final Native Public]
    void PauseEventWithName(const FString& InEventName, int32 TransitionDuration); // 0x223cb10 [Final Native Public]
    void PauseEventWithID(int32 InPlayingID, int32 TransitionDuration); // 0x223cd40 [Final Native Public]
    void PauseDefinedEvent(int32 TransitionDuration); // 0x223ca40 [Final Native Public]
    void OnSignificanceStopPlayingEvents(); // 0x223aeb0 [Native Public]
    void OnSignificanceChanged(AActor* OwnerActor, const ESignificanceLevels& PreviousSignificanceLevel, const ESignificanceLevels& NewSignificanceLevel); // 0x2239bf0 [Final Native Private]
    bool HasPlayingEvents(); // 0x223bb10 [Final Native Public]
    TArray<void> GetPlayingIDsForEvent(const FString& InEventName); // 0x223a580 [Final Native Public]
    TArray<void> GetPlayingEventsArray(); // 0x223a780 [Final Native Public]
    void ExecuteActionOnAllPlayingEvents(const AkActionOnEventType& Type, int32 TransitionDuration); // 0x223b410 [Final Native Public]

// UAHWwiseComponentPool (/Script/AtomicHeart.AHWwiseComponentPool)
    UAHWwiseComponent* TakeComponentFromPool(bool bReturnAfterSingleEvent); // 0x223e2c0 [Final Native Public]
    void ReturnComponentToPool(UAHWwiseComponent* WwiseComponent); // 0x223e190 [Final Native Public]
    void PlayEventAtLocation(FAHWwiseEventContainer& InEventContainer, FTransform& Transform, float OcclusionRefreshInterval); // 0x223e3b0 [Final Native Public]
    void OnEventPlayed(FAHWwisePlayingEventInfo& EventInfo); // 0x223e040 [Final Native Protected]
    void InitializePool(UWorld* InWorld); // 0x223e780 [Final Native Public]
    FGameplayTag GetPoolTag(); // 0x15e5f40 [Final Native Public]
    void DeinitializePool(); // 0x223e760 [Final Native Public]

// UAHWwiseDopplerComponent (/Script/AtomicHeart.AHWwiseDopplerComponent)
    void OnWwiseSkeletalComponentCreated(UAHWwiseComponent* WwiseComponentPtr); // 0x223ee20 [Final Native Public]

// UAHWwiseGeometryComponent (/Script/AtomicHeart.AHWwiseGeometryComponent)
    void RemoveWwiseGeometry(); // 0x223f890 [Final Native Public]
    void OnCollisionSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x223f110 [Final Native Protected]
    void OnCollisionSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x223f450 [Final Native Protected]
    void AddWwiseGeometry(); // 0x223f8c0 [Final Native Public]

// UAHWwiseRoomComponent (/Script/AtomicHeart.AHWwiseRoomComponent)
    void SetAHSwitch(FAHWwiseSwitch& SWITCH); // 0x2240310 [Final Native Public]
    void SetAHRTPC(FAHWwiseRTPC& RTPC); // 0x223b6b0 [Final Native Public]
    void PLayWwiseEvent(FAHWwiseEventContainer& EventContainer); // 0x2240420 [Final Native Public]

// AAHWwiseScatterActor (/Script/AtomicHeart.AHWwiseScatterActor)
    void StopAudio(int32 TransitionDuration); // 0x2240d30 [Final Native Protected]
    void PostEventCallback(const EAkCallbackType& CallbackType, UAkCallbackInfo* CallbackInfo); // 0x2240b20 [Final Native Private]
    void PlayAudio(); // 0x2240e00 [Final Native Protected]
    void OnSignificanceChanged(AActor* OwnerActor, const ESignificanceLevels& PreviousSignificanceLevel, const ESignificanceLevels& NewSignificanceLevel); // 0x2240900 [Final Native Private]
    EMoveReason MoveVirtualWwiseComponent(const FVector& NewLocation, const FRotator& NewRotation); // 0x2240e20 [Final Native Protected]
    void K2_OnMarkerReceived(); // 0x274f500 [Event Protected]

// UAHWwiseSkeletalComponent (/Script/AtomicHeart.AHWwiseSkeletalComponent)
    void WwiseDopplerEffectWithPhysic(const FName& SocketName, float DeltaSec, float MutipleHi, float MultipleLow, float SoundSpeed); // 0x2241540 [Final Native Public]
    void WwiseDopplerEffectNoPhysic(const FName& SocketName, float DeltaSec, float MutipleHi, float MultipleLow, float SoundSpeed); // 0x2241890 [Final Native Public]
    void SubscribeOnSignificance(USignificanceComponent* InSignificanceComponent, bool bNeedOverride); // 0x22412b0 [Final Native Public]
    void StopPlayingEventWithID(int32 InPlayingID, const FName& SocketName, int32 TransitionDuration); // 0x22433e0 [Final Native Public]
    void StopPlayingEventsWithName(const FString& InEventName, const FName& SocketName, int32 TransitionDuration); // 0x2243130 [Final Native Public]
    void StopPlayingEvent(UAkAudioEvent* Event, const FName& SocketName, int32 TransitionDuration); // 0x2243610 [Final Native Public]
    void StopPlayingAllEventsForComponent(const FName& SocketName); // 0x2243050 [Final Native Public]
    void StopPlayingAllEvents(); // 0x2243030 [Final Native Public]
    void SetAHSwitchToAllComponents(FAHWwiseSwitch& SWITCH); // 0x2242bf0 [Final Native Public]
    void SetAHSwitches(const TArray<FName>& Switches, const FName& SocketName); // 0x2242990 [Final Native Public]
    void SetAHSwitch(FAHWwiseSwitch& SWITCH, const FName& SocketName); // 0x2242d00 [Final Native Public]
    void SetAHRTPCToAllComponents(FAHWwiseRTPC& RTPC); // 0x22424d0 [Final Native Public]
    void SetAHRTPCs(const TArray<FName>& RTPCs, const FName& SocketName); // 0x22425d0 [Final Native Public]
    void SetAHRTPC(FAHWwiseRTPC& RTPC, const FName& SocketName); // 0x22427f0 [Final Native Public]
    void SeekOnEventInPercent(UAkAudioEvent* Event, float SeekInPercent, const FName& SocketName); // 0x2241be0 [Final Native Public]
    void SeekOnEvent(UAkAudioEvent* Event, int32 SeekInPosition, const FName& SocketName); // 0x2242060 [Final Native Public]
    void PlayStoppedOnSignificanceEvents(); // 0x2241430 [Final Native Public]
    void PlayEvent(FAHWwiseEventContainer& EventContainer, const FName& SocketName); // 0x2243a80 [Final Native Public]
    void OnSignificanceStopPlayingEvents(); // 0x2241410 [Final Native Public]
    bool HasPlayingEvents(); // 0x2242ea0 [Final Native Public]
    UAHWwiseComponent* FindWwiseComponent(const FName& SocketName); // 0x2241450 [Final Native Public]
    void ExecuteActionOnAllPlayingEvents(const AkActionOnEventType& Type, int32 TransitionDuration); // 0x2242ed0 [Final Native Public]

// AAHWwiseSpatialAudioVolume (/Script/AtomicHeart.AHWwiseSpatialAudioVolume)
    void SetRoomSwitch(FAHWwiseSwitch& SWITCH); // 0x2245250 [Final Native Public]
    void SetRoomRTPC(FAHWwiseRTPC& RTPC); // 0x2245100 [Final Native Public]
    void PlayEventOnRoom(FAHWwiseEventContainer& EventContainer); // 0x22453c0 [Final Native Public]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x2244720 [Final Native Protected]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2244b90 [Final Native Protected]
    void OnListenerCreated(UAHWwiseComponent* Listener); // 0x2244300 [Final Native Protected]
    void OnChangeCurrentRoom(UAkRoomComponent* RoomComponent); // 0x22441e0 [Final Native Private]
    UAkSurfaceReflectorSetComponent* GetSurfaceReflectorSetComponent(); // 0x2245660 [Final Native Public]
    UAHWwiseRoomComponent* GetRoomComponent(); // 0x22456a0 [Final Native Public]
    UAHWwiseLateReverbComponent* GetLateReverbComponent(); // 0x2245680 [Final Native Public]
    UAHWwiseComponent* GetAlternativeRoomToneComponent(); // 0x10be2d0 [Final Native Public]

// UAHWwiseSubsystem (/Script/AtomicHeart.AHWwiseSubsystem)
    void WwiseEventCallback(const EAkCallbackType& CallbackType, UAkCallbackInfo* CallbackInfo); // 0x2245d40 [Final Native Public]
    void OnPlayerCharacterGameplayEvent(FGameplayEvent& Event); // 0x2245970 [Final Native Private]
    void OnListenerCurrentRoomChanged(UAkRoomComponent* RoomComponent); // 0x2245c60 [Final Native Private]
    void InitializeAHListenerComponent(UAkComponent* Listener); // 0x2245b80 [Final Native Private]
    UDA_AHWwiseGlobalData* GetWwiseGlobalData(); // 0x2245e90 [Final Native Public]
    UAHWwiseComponentPool* GetComponentPool(FGameplayTag& PoolTag); // 0x2245ec0 [Final Native Public]

// UAHWwiseUtils (/Script/AtomicHeart.AHWwiseUtils)
    void WwiseGlobalResume(); // 0x22487a0 [Final Native Static Public]
    void WwiseGlobalPause(); // 0x22487c0 [Final Native Static Public]
    void StopAndUnregisterWwiseComponentID(int64 ComponentID, int32 In_TransitionDuration); // 0x224b810 [Final Native Static Public]
    void SetWwiseState(FAHWwiseState& State); // 0x224a8d0 [Final Native Static Public]
    void SetWWiseElevatorState(const EWwiseElevatorState& ElevatorState); // 0x2249520 [Final Native Static Public]
    void SetWWiseAlarmState(const EWwiseAlarmState& AlarmState); // 0x2249780 [Final Native Static Public]
    void SetPositionForGameObjectID(int64 GameObjectID, FTransform& NewLocation, UObject* In_ContextObject); // 0x224b570 [Final Native Static Public]
    void SetGooseCharacter(AAHAICharacter* GooseCharacter); // 0x2248580 [Final Native Static Public]
    void SetAHRTPCToComponentID(int64 ComponentID, FAHWwiseRTPC& RTPC); // 0x224a4a0 [Final Native Static Public]
    void SetAHRTPC(FAHWwiseRTPC& RTPC); // 0x224a650 [Final Native Static Public]
    FString SegmentInfoToString(FAkSegmentInfo& SegmentInfo); // 0x224a740 [Final Native Static Public]
    void RemoveMultiObject(UAkAudioEvent* InEvent, FTransform& InTransform); // 0x2247e00 [Final Native Static Public]
    int64 PlayOnDisposableObjectEvent(FAkEventContainer& AkEventContainer, UObject* In_ContextObject); // 0x224b980 [Final Native Static Public]
    UAHWwiseComponent* PlayEventOnNewComponent(FAHWwiseEventContainer& EventContainer, const FVector& Location, const FRotator& Rotation, UObject* WorldContextObject, float OcclusionRefreshInterval); // 0x224b0f0 [Final Native Static Public]
    void PlayEventAtLocationWithProperties(FAkEventContainer& AkEventContainer, UObject* In_ContextObject); // 0x224bc00 [Final Native Static Public]
    int32 PlayEventAtLocation(FAHWwiseEventContainer& EventContainer, const FVector& Location, const FRotator& Rotation, UObject* WorldContextObject); // 0x224be70 [Final Native Static Public]
    bool OverrideSignificanceLevelsOnActorWithWwiseComponent(USignificanceComponent* SignificanceComponent, UAHWwiseComponent* WwiseComponent); // 0x2248cc0 [Final Native Static Public]
    void GetWwiseSourcePlayPosition(int32 PlayingID, const int32& OutPlayPosition); // 0x22493c0 [Final Native Static Public]
    FAHWwiseSwitch GetWwiseMaterialSwitch(UPhysicalMaterial* PhysicalMaterial); // 0x224c280 [Final Native Static Public]
    TSet<UAkAudioBank*> GetLoadingBanks(); // 0x2248bd0 [Final Native Static Public]
    AAHAICharacter* GetGooseCharacter(); // 0x2248440 [Final Native Static Public]
    float GetEventMinDuration(FAHWwiseEventContainer& EventContainer); // 0x2249fa0 [Final Native Static Public]
    float GetEventMaxDuration(FAHWwiseEventContainer& EventContainer); // 0x2249d60 [Final Native Static Public]
    float GetEventAttenuationRadius(FAHWwiseEventContainer& EventContainer); // 0x224a260 [Final Native Static Public]
    AAHWwiseSpatialAudioVolume* GetCurrentSpatialVolumeWithRoom(UAHWwiseComponent* Target); // 0x22499e0 [Final Native Static Public]
    UGameplayAudioTheme* GetCurrentAudioTheme(); // 0x2249c30 [Final Native Static Public]
    TArray<void> GetBankListenersEvents(); // 0x2248b50 [Final Native Static Public]
    void GetAnimNotifies(const TArray<UAnimSequenceBase*>& OutArray, UAnimSequenceBase* InAsset); // 0x2248200 [Final Native Static Public]
    UAHWwiseComponent* GetAHListenerComponent(); // 0x2249c00 [Final Native Static Public]
    FAHWwiseEventContainer ConvertAkEventToEventContainer(UAkAudioEvent* AudioEvent); // 0x2249180 [Final Native Static Public]
    void CheckPlayerCharacterOverlapAHWwiseSpatialAudioVolume(AAHPlayerCharacter* TargetCharacter); // 0x224b020 [Final Native Static Public]
    void CheckPlayerCharacterOverlapAHWwiseGeometryComponent(AAHPlayerCharacter* PlayerCharacter); // 0x224ac10 [Final Native Static Public]
    bool CheckAHWwiseSpatialAudioVolumeOverlapPlayerCharacter(AAHWwiseSpatialAudioVolume* AudioVolume); // 0x224af50 [Final Native Static Public]
    void CheckAHWwiseGeometryComponentOverlapPlayerCharacter(UAHWwiseGeometryComponent* GeometryComponent); // 0x224a9d0 [Final Native Static Public]
    void AddPortalToChangeList(TSoftObjectPtr<AAHWwiseAcousticPortal>& Portal, const EDoorState& NewState); // 0x22489b0 [Final Native Static Public]
    void AddNewMultiObject(UAkAudioEvent* InEvent, FTransform& InTransform); // 0x2248000 [Final Native Static Public]
    void AddDoorToWaitList(TSoftObjectPtr<AAHWwiseAcousticPortal>& Portal, TSoftObjectPtr<ABaseDoor>& Door); // 0x22487e0 [Final Native Static Public]

// UAIAction (/Script/AtomicHeart.AIAction)
    void OnChanceCheckTimerElapsed(); // 0x224cd90 [Final Native Private]

// UAIActionSequence (/Script/AtomicHeart.AIActionSequence)
    void OnCooldownFinished(); // 0x224ce50 [Final Native Private]
    void OnChanceCheckTimerElapsed(); // 0x224ce70 [Final Native Private]

// UAIBaseNavigationAbility (/Script/AtomicHeart.AIBaseNavigationAbility)
    void RequestRePath(); // 0x224d050 [Final Native Private]

// UAIBasePerceptionAbility (/Script/AtomicHeart.AIBasePerceptionAbility)
    void OnStealthStateChanged(const EStealthState& NewStealthState); // 0x224d1f0 [Native Protected]
    void OnStealthBecameOverSuspiciousThreshold(); // 0x224d1d0 [Native Protected]
    void OnStealthBecameOverSearchThreshold(); // 0x224d1b0 [Native Protected]

// UAIContinuousFootstepsComponent (/Script/AtomicHeart.AIContinuousFootstepsComponent)
    void UpdateSurfaceType(); // 0x224d420 [Final Native Protected]
    void UpdateMovementSpeed(); // 0x224d400 [Final Native Protected]
    void StopMovement(); // 0x224d3e0 [Final Native Protected]
    void OnMovementStop(); // 0x224d440 [Final Native Public]
    void OnMovementStart(); // 0x224d460 [Final Native Public]

// UAIDeathAbility (/Script/AtomicHeart.AIDeathAbility)
    void OnNiagaraSystemFinished(UNiagaraComponent* System); // 0x224d5e0 [Final Native Private]
    void OnMovementModeChange(ACharacter* Character, uint8 PrevMovementMode, uint8 PreviousCustomMode); // 0x224d8f0 [Final Native Private]
    void OnEnableRagdoll(); // 0x224d6c0 [Final Native Private]
    void DisintegrationTintTimelineUpdate(float Time); // 0x224d710 [Final Native Private]
    void DisintegrationTimelineUpdate(float Time); // 0x224d7e0 [Final Native Private]
    void DisintegrationTimelineFinished(); // 0x224d6e0 [Final Native Private]
    void DestroyOwnerCharacter(); // 0x224d8b0 [Final Native Private]

// UBaseDebugMenuTab (/Script/AtomicHeart.BaseDebugMenuTab)
    void InitializeMenuTab(UDebugMenuWidget* InDebugMenuWidget); // 0x2281d20 [Native Public]
    UDebugMenuWidget* GetDebugMenuWidget(); // 0x2281cf0 [Final Native Public]

// UAIDebugTab (/Script/AtomicHeart.AIDebugTab)
    void UpdateSpawnPassiveAIButtonState(UDebugMenuButton* Button); // 0x224dde0 [Final Native Public]
    void SpawnAICharacter(TSubclassOf<UObject> CharacterClass); // 0xec5570 [Final Native Public]
    void OnSpawnPassiveAIButtonClicked(); // 0x224df00 [Final Native Public]

// UAIDirectorSubsystem (/Script/AtomicHeart.AIDirectorSubsystem)
    void OnSourceActorEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x224f250 [Final Native Private]
    void OnSourceActorBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x224f550 [Final Native Private]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x224e420 [Final Native Private]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x224eb90 [Final Native Private]
    void OnCharacterDeathEvent(FAHCharacterEvent& Event); // 0x224e300 [Final Native Private]
    UGameplayTimerContainer* GetTimerContainer(); // 0x224fa40 [Final Native Public]
    AAHFightArea* GetCurrentFightArea(); // 0x224fa10 [Final Native Public]

// UAIElectricDischargeAbility (/Script/AtomicHeart.AIElectricDischargeAbility)
    void OnCharacterDeathEvent(FAHCharacterEvent& Event); // 0x224fc50 [Native Protected]

// UAIFightLocomotionAbility (/Script/AtomicHeart.AIFightLocomotionAbility)
    void VelocityChanged(); // 0x2250700 [Final Native Private]
    void SetNewVelocity(); // 0x2250720 [Final Native Private]

// UAIFightStagingAbility (/Script/AtomicHeart.AIFightStagingAbility)
    void OnDebugTimerComplete(); // 0x22508b0 [Final Native Private]

// UAIFlameThrowerAbility (/Script/AtomicHeart.AIFlameThrowerAbility)
    void OnVFXHasBeenCreated(UParticleSystemComponent* InParticle); // 0x274f500 [Event Protected]
    void OnStartShooting(); // 0x2250f30 [Final Native Protected]
    void OnRequestFlame(const FVector& InLocation, float InRadius); // 0x274f500 [Event Protected]
    void OnProcessFlame(AActor* InCurrentActor, const TArray<void>& InOverlaps); // 0x274f500 [Event Protected]
    void OnOverlapProcess(FFlameParticle& InParticle, UPrimitiveComponent* InComponent, int32 InItemIndex); // 0x2251460 [Final Native Protected]
    void OnOverlapExit(FFlameParticle& InParticle, UPrimitiveComponent* InComponent, int32 InItemIndex); // 0x2250f80 [Final Native Protected]
    void OnOverlapEnter(FFlameParticle& InParticle, UPrimitiveComponent* InComponent, int32 InItemIndex); // 0x2251940 [Final Native Protected]
    void OnFlameFXLoaded(); // 0x2250f10 [Final Native Private]
    void OnExitFlame(AActor* InCurrentActor, const TArray<void>& InOverlaps); // 0x274f500 [Event Protected]
    void OnDeactivateVFX(); // 0x274f500 [Event Protected]
    void OnChangedState(const EShootingState& InShootingState); // 0x274f500 [Event Protected]
    void OnApplyFlameToNonPlayableActor(AActor* InCurrentActor, const TArray<void>& InOverlaps); // 0x274f500 [Event Protected]
    void OnActivateVFX(); // 0x274f500 [Event Protected]
    UDA_AIFlameThrower* GetData(); // 0x2250f50 [Final Native Protected]

// UAIFlyingAttackAbility (/Script/AtomicHeart.AIFlyingAttackAbility)
    void OnPathPointReached(); // 0x2252120 [Final Native Private]

// AAIFlyingAttackTemplate (/Script/AtomicHeart.AIFlyingAttackTemplate)
    void Stop(); // 0x22521d0 [Final Native Public]
    void Start(int32 InLoopNumber); // 0x22521f0 [Final Native Public]
    bool IsFinished(); // 0x2252460 [Final Native Public]
    bool GetNextAttackPathLocation(const FVector& NextAttackPathLocation); // 0x22522e0 [Final Native Public]
    int32 GetCurrentPathPointIndex(); // 0x2252440 [Final Native Public]
    USplineComponent* GetAttackPath(); // 0x2252480 [Final Native Public]

// AAIFlyingCharacter (/Script/AtomicHeart.AIFlyingCharacter)
    void OnGroundHitAfterDeath(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0x2252630 [Final Native Public]
    void K2_OnGroundHitAfterDeath(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0x274f500 [Event Protected]
    bool IsAttackTypePossible(const EFlyingAttackType& AttackType); // 0x22529a0 [Native Public]
    float GetMinimalAttackAltitude(); // 0x2252b40 [Final Native Public]
    TArray<void> GetFlyingAttackInstances(); // 0x2252a80 [Final Native Public]
    float GetCurrentHeight(); // 0x2252960 [Final Native Public]
    UMercunaNavigationComponent* Get3DNavigationComponent(); // 0x2252b60 [Final Native Public]
    UMercuna3DMovementComponent* Get3DMovementComponent(); // 0x2252b80 [Final Native Public]

// UInteractiveComponent (/Script/AtomicHeart.InteractiveComponent)
    void SetInteractionEnabled(bool bEnabled); // 0x232ec80 [Native Public]
    bool GetIsAutoInteract(); // 0x2293e10 [Final Native Public]
    void ComponentCheckInteractionSignature__DelegateSignature(UActiveUserComponent* ActiveUserComponent); // 0x274f500 [Public]

// UAIHackingComponent (/Script/AtomicHeart.AIHackingComponent)
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x2252e00 [Final Native Protected]

// UAIHealthWidget (/Script/AtomicHeart.AIHealthWidget)
    bool TryInitializeRage(AAHAICharacter* InCharacter); // 0x2253280 [Final Native Public]
    void SetCurrentHealth(float InHealth); // 0x2253760 [Final Native Public]
    void OnRageInitialized(AAHAICharacter* InCharacter); // 0x274f500 [Event Protected]
    void OnPlayerCharacterEvent(FAHCharacterEvent& Event); // 0x2253110 [Final Native Private]
    void OnHealthInitialized(AAHAICharacter* InCharacter); // 0x274f500 [Event Protected]
    void OnBossCharacterEvent(FAHCharacterEvent& Event); // 0x2252fe0 [Final Native Private]
    void InitManually(AAHAICharacter* InCharacter); // 0x2253630 [Final Native Public]
    void InitCharacterPartHealth(FText& InCharacterPartName, float InMaxHealth, float InCurrentHealth); // 0x2253370 [Final Native Public]
    void HideWidget(); // 0x2252fc0 [Final Native Private]
    void HideHealthBar(); // 0x2253260 [Final Native Public]
    AAHAICharacter* GetCachedBossCharacter(); // 0x2253230 [Final Native Public]

// UAIHitReactionAbility (/Script/AtomicHeart.AIHitReactionAbility)
    void OnRotationEnd(); // 0x2253ad0 [Final Native Private]
    void OnInterruptionBlockEnd(); // 0x2253ab0 [Final Native Private]
    UHitReactionLogic* GetHitReactionLogicObject(); // 0x2253af0 [Final Native Protected]

// UGameplayAction (/Script/AtomicHeart.GameplayAction)
    void Shutdown(); // 0x15e0ff0 [Native Public]
    void Initialize(); // 0x10ce7c0 [Native Public]
    void Execute(); // 0x10ce6e0 [Native Event Public]

// UAIInvocationGTA (/Script/AtomicHeart.AIInvocationGTA)
    void OnSetHitInstigator(AAHAICharacter* OwnerAICharacter, APawn* InInstigator, bool bIsEnemySensed); // 0x2253ce0 [Final Native Protected]
    void OnCharacterBeginPlay(AAHBaseCharacter* Character); // 0x2253c00 [Final Native Private]

// AAIInvocationTrigger (/Script/AtomicHeart.AIInvocationTrigger)
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2254240 [Native Protected]
    void OnHitInstigatorEvent(AAHAICharacter* OwnerAICharacter, APawn* InHitInstigator, bool bIsEnemySensed); // 0x2254060 [Final Native Protected]

// UAIInvocatorComponent (/Script/AtomicHeart.AIInvocatorComponent)
    bool TryActivateSearch(AAHAICharacter* AICharacterToInvoke, const FVector& FollowLocation); // 0x2254bd0 [Final Native Private]
    void OnSpawnedActorHandle(AActor* SpawnedActor, const EBehaviourType& BehaviourType); // 0x22548c0 [Final Native Private]
    void InvokeAI(); // 0x2254d20 [Final Native Public]

// UAIKnockdownAbility (/Script/AtomicHeart.AIKnockdownAbility)
    bool KnockdownCharacter(AAHAICharacter* Victim, float Duration, float ImpulseStrength, const EKnockdownImpulseType& ImpulseType, float ThrowUpCoefficient, bool bVelChange, float RadialImpulseRadius, const FVector& HitFromDirection, const FVector& ImpactPoint, bool GetUpIfIsLayingStill); // 0x2255030 [Final Native Static Public]
    void ForceGetUpFromKnockdown(AAHAICharacter* Character); // 0x2254e90 [Final Native Static Public]

// UAILaserShootingAbility (/Script/AtomicHeart.AILaserShootingAbility)
    void OnBarrelControlTaskFinished(FGameplayTag& BarrelTag); // 0x22564f0 [Final Native Private]
    bool IsInActivePhase(); // 0x22565d0 [Final Native Public]

// UAILaserShootingSimpleAbility (/Script/AtomicHeart.AILaserShootingSimpleAbility)
    void UpdateLaserWeapon(); // 0x2256780 [Final Native Private]
    void OnPauseRotationTimerEnd(); // 0x2256760 [Final Native Private]
    void OnLaserWeaponHit(AActor* LaserWeaponActor, ULaserBarrel* Barrel, FHitResult& HitResult, bool bWasValidCharacterHit); // 0x22567a0 [Final Native Private]
    void OnEnemyDestroyed(AActor* Enemy); // 0x2256a40 [Final Native Private]
    void OnEnemyCharacterEvent(FAHCharacterEvent& Event); // 0x2256b20 [Final Native Private]

// UAimAbility (/Script/AtomicHeart.AimAbility)
    void SetAimState(const EAimState& NewAimState); // 0x2256f20 [Final Native Private]
    void CheckAimSlowMoCost(); // 0x2256ec0 [Final Native Private]

// UAimAssistAbility (/Script/AtomicHeart.AimAssistAbility)
    void OnTimeOut(); // 0xf9c820 [Final Native Protected]
    FRotator GetCurrentRotation(const FVector& InTargetLocation, float InDeltaTime); // 0x2257160 [Native Event Protected]

// UAimAssistComponent (/Script/AtomicHeart.AimAssistComponent)
    void ExecuteAimAssist(const TArray<void>& TargetPoints); // 0x274f500 [Event Protected]

// AAIMixedNavigationCharacter (/Script/AtomicHeart.AIMixedNavigationCharacter)
    void SetCanUseAutomaticNavigationTypeSelection(bool bInUseAutomaticNavigationSelection); // 0x2257670 [Final Native Public]
    ENavigationTypeSelector GetCurrentNavigationType(); // 0x2257750 [Final Native Public]
    void ForceNavigationType(const ENavigationTypeSelector& NavigationType); // 0x2257560 [Final Native Public]
    void ClearForcedNavigationType(); // 0x2257540 [Final Native Public]
    bool CanUseAutomaticNavigationTypeSelection(); // 0x2257770 [Final Native Public]

// UAINavigationAbility (/Script/AtomicHeart.AINavigationAbility)
    void OnSpeedInterpolationFinished(); // 0x2257a20 [Final Native Private]
    void OnResetAcceleration(); // 0x2257a00 [Final Native Private]

// UAIObservationSubsystem (/Script/AtomicHeart.AIObservationSubsystem)
    void OnTargetEnemySet(FAHCharacterEvent& Event); // 0x2257da0 [Final Native Private]
    void OnTargetEnemyCleared(FAHCharacterEvent& Event); // 0x2257bf0 [Final Native Private]

// UAIPerceptionSightAbility (/Script/AtomicHeart.AIPerceptionSightAbility)
    void OnWaitForLosingFinished(); // 0x2258620 [Final Native Private]
    void OnTargetEnemyLost(); // 0x2258660 [Final Native Private]
    void OnSightEstablished(); // 0x2258640 [Final Native Private]
    void OnScriptedChanged(bool bIsScripted); // 0x2258540 [Final Native Private]

// APickupableItemContainer (/Script/AtomicHeart.PickupableItemContainer)
    void UnlockItems(); // 0x2365950 [Final Native Public]
    void OnExtractionPointPulled(ULootExtractionPointComponent* SpawnedExtractionPoint); // 0x274f500 [Event Public]
    void OnContainerUnlocked(); // 0x274f500 [Event Public]

// AAIPickupableItemContainer (/Script/AtomicHeart.AIPickupableItemContainer)
    void OnOwnerComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0x2258a70 [Final Native Protected]
    void OnOwnerActorHit(FHitParameters& HitParameters); // 0x2258dc0 [Final Native Protected]
    void OnExtractionPointSpawned(ULootExtractionPointComponent* SpawnedExtractionPoint); // 0x274f500 [Event Protected]
    void AttachItemsFromLootQuality(const FGameplayTagContainer& InDeathCauseDamageType, float InDropRate); // 0x2258ef0 [Final Native Public]

// UAIPlyushSymbiosisAbility (/Script/AtomicHeart.AIPlyushSymbiosisAbility)
    void OnSequenceAssetLoaded(); // 0x2259390 [Final Native Private]
    void OnAllyCharacterEventDelegate(FAHCharacterEvent& Event); // 0x22593b0 [Final Native Protected]

// UAIPobegCorpseMergeAbility (/Script/AtomicHeart.AIPobegCorpseMergeAbility)
    void OnTargetCorpseDismembered(); // 0xf9c820 [Final Native Protected]
    void OnSequenceAssetLoaded(); // 0x2259730 [Final Native Protected]

// UBaseRageComponent (/Script/AtomicHeart.BaseRageComponent)
    void TryApplyInfiniteRemoveRageEffect(); // 0x2288460 [Native Protected]
    void TryApplyInfiniteAddRageEffect(); // 0x2288480 [Native Protected]
    float GetCurrentAbsoluteRagePercent(); // 0x22884a0 [Final Native Public]

// UAIRageComponent (/Script/AtomicHeart.AIRageComponent)
    void SetRageEnabled(bool bInEnabled); // 0x22599f0 [Final Native Public]
    void K2_OnRageValueChanged(float PreviousValue, float CurrentValue); // 0x274f500 [Event Protected]
    bool IsRageEnabled(); // 0x22599d0 [Final Native Public]

// UAIRepairAbility (/Script/AtomicHeart.AIRepairAbility)
    void StartRepair(); // 0x2259bc0 [Final Native Private]

// UAISearchForEnemyAbility (/Script/AtomicHeart.AISearchForEnemyAbility)
    void OnSetHitInstigator(AAHAICharacter* OwnerAICharacter, APawn* InInstigator, bool bIsEnemySensed); // 0x2259d30 [Final Native Private]
    void OnNavigationEnd(uint8 TaskResult); // 0x225a010 [Final Native Private]
    void OnDynamicBehaviourChanged(FGameplayTag& EventTag); // 0x2259f20 [Final Native Private]

// AAIShield (/Script/AtomicHeart.AIShield)
    void OnDurationTimerElapsed(); // 0x225b500 [Final Native Protected]
    void OnDeath(AActor* DamagedActor, float Damage, UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser); // 0x225b520 [Final Native Protected]
    void K2_OnDeactivated(); // 0x274f500 [Event Protected]
    void K2_OnActivated(); // 0x274f500 [Event Protected]
    AAHBaseCharacter* GetTargetCharacter(); // 0x225b810 [Final Native Public]
    void Deactivate(bool bWasDestroyed); // 0x225b840 [Final Native Public]
    void Activate(float Duration); // 0x225b920 [Final Native Public]

// UAIShieldAbility (/Script/AtomicHeart.AIShieldAbility)
    void OnShieldDeactivated(bool bWasDestroyed); // 0x225bc60 [Final Native Protected]

// UAIShootingAbility (/Script/AtomicHeart.AIShootingAbility)
    void OnShootingAlphaTimerFinished(); // 0x225bdd0 [Final Native Private]
    FVector GetTargetLocation(); // 0x225be10 [Final Native Public]
    float GetEstimatedTimeToTarget(); // 0x225bdf0 [Final Native Public]

// UWidgetInterpolator (/Script/AtomicHeart.WidgetInterpolator)
    void InterpolateTimerFinished(); // 0xec38b0 [Final Native Private]

// ULevelStreamingWrapper (/Script/AtomicHeart.LevelStreamingWrapper)
    void OnStreamingLevelUnloaded(); // 0x225c110 [Final Native Protected]
    void OnStreamingLevelLoaded(); // 0x225c150 [Final Native Protected]

// UAISignificanceSubsystem (/Script/AtomicHeart.AISignificanceSubsystem)
    void OnInterpolationFinished(AActor* ActorToTrack); // 0x225c240 [Final Native Private]

// UAISmokeAbility (/Script/AtomicHeart.AISmokeAbility)
    void SphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x225c540 [Final Native Public]
    void SphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x225c800 [Final Native Public]

// AAISpawnerActor (/Script/AtomicHeart.AISpawnerActor)
    void OnTaskSucceed(AAHAICharacter* Character, UGameplayTask_SpawnAI* Task); // 0x225cea0 [Final Native Protected]
    void OnTaskFailed(AAHAICharacter* Character, UGameplayTask_SpawnAI* Task); // 0x225cd40 [Final Native Protected]
    void K2_RequestSpawnAI(const FSpawnAIParams& SpawnAIParams); // 0x225d020 [Final Native Public]
    void K2_OnSuccessSpawned(AAHAICharacter* Character); // 0x274f500 [Event Protected]

// UAISpitAbility (/Script/AtomicHeart.AISpitAbility)
    void OnStartSpit(); // 0x225d7f0 [Final Native Protected]
    void OnSpit(); // 0x225d7b0 [Final Native Protected]
    void OnHitEvent(UPrimitiveComponent* InHitComponent, AActor* InOtherActor, UPrimitiveComponent* InOtherComp, const FVector& InNormalImpulse, FHitResult& InHit); // 0x274f500 [Event Protected]
    void OnHit(UPrimitiveComponent* InHitComponent, AActor* InOtherActor, UPrimitiveComponent* InOtherComp, const FVector& InNormalImpulse, FHitResult& InHit); // 0x225d480 [Final Native Protected]
    void OnEndSpit(); // 0x225d7d0 [Final Native Protected]

// UAIStatusContainer (/Script/AtomicHeart.AIStatusContainer)
    void OnHealthBarVisibilityTimerElapsed(); // 0x225d990 [Final Native Private]

// UAIStealthWidget (/Script/AtomicHeart.AIStealthWidget)
    void OnShowFightAnimation(); // 0x274f500 [Event Protected]
    void OnConnectionEvent(bool bIsConnected); // 0x225dc20 [Final Native Private]
    bool OnConnectedToEcoSystem(bool bEnabled); // 0x274f500 [Event Public]

// UAISuspiciousAbility (/Script/AtomicHeart.AISuspiciousAbility)
    void OnTotalDurationTimerComplete(); // 0xf9c820 [Final Native Private]
    void OnStealthBecameOverSearchThreshold(); // 0x225de60 [Final Native Private]

// UAITelekineticCaptureAbility (/Script/AtomicHeart.AITelekineticCaptureAbility)
    void OnTelekineticSmashTaskFinished(); // 0x225df40 [Final Native Private]
    void OnMarkerStoppingPhaseStart(); // 0x225df80 [Final Native Private]
    void OnMarkerSearchingPhaseStart(); // 0x225dfc0 [Final Native Private]
    void OnMarkerFocused(); // 0x225dfa0 [Final Native Private]
    void InitiateMoveToCapturePoint(UNiagaraSystem* AppliedVFX); // 0x225e060 [Native Event Protected]
    void FinishMoveToCapturePoint(); // 0x225e020 [Native Event Protected]

// UAITelekineticSmashBaseAbility (/Script/AtomicHeart.AITelekineticSmashBaseAbility)
    void SprinkleByDamageFXStart(UMaterialInstance* MIShellForSprinkle, float SpawnRate); // 0x274f500 [Event Protected]
    void SprinkleByDamageFXEnd(); // 0x274f500 [Event Protected]
    void RageDrainFXStart(float ParticlesCount, float Acceleration, UMaterialInstance* MIShellForSprinkle); // 0x274f500 [Event Protected]
    void RageDrainFXEnd(); // 0x274f500 [Event Protected]
    void HitGround(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x225ea10 [Native Protected]

// UAITelekineticSmashAbility (/Script/AtomicHeart.AITelekineticSmashAbility)
    void OnTelekineticSmashAIStateSwitch(const ETelekineticSmashAIState& NewAbilityState, USceneComponent* AttachComponent, UParticleSystem* AIAbilityFX, const ETelekineticSmashAIUnitScale& UnitScale); // 0x225e6d0 [Native Event Public]
    void OnFindGroundRequestFinished(FAHTraceHandle& InTraceHandle, FAHTraceDatum& InTraceDatum); // 0x225e470 [Final Native Private]

// UAIUtils (/Script/AtomicHeart.AIUtils)
    bool TryGetTargetTeamID(AAHBaseCharacter* TargetCharacter, uint8 TargetAttitude, FGenericTeamId& OutTeamId); // 0x225fc60 [Final Native Static Public]
    bool TryGetBlackboardValueAsVector(AAHAIController* AIController, const FName& KeyName, const FVector& OutValue); // 0x2260110 [Final Native Static Public]
    bool SwitchCharacterSubType(AAHAICharacter* Character, const FGameplayTag& SubtypeTag, bool bFallBackToDefaultSubtype); // 0x225ff30 [Final Native Static Public]
    void StopActiveNode(AAHAIController* CachedAIController, uint8 NodeResult); // 0x2260880 [Final Native Static Public]
    void SetCharacterPassive(AAHAICharacter* InAICharacter, UAnimMontage* InPassiveAnimation); // 0x225f370 [Final Native Static Public]
    void SetCharacterAggressive(AAHAICharacter* InAICharacter, bool bShouldBeActive, APawn* InTargetEnemy, UAnimMontage* InPassiveAnimation, UAnimMontage* InAggressiveAnimation, float InAggressiveAnimationPlayRate); // 0x225efe0 [Final Native Static Public]
    void RestartLogic(AAHAIController* CachedAIController); // 0x22606c0 [Final Native Static Public]
    bool IsTileValid(ARecastNavMesh* NavMesh, int32 TileIndex); // 0x2260da0 [Final Native Static Public]
    bool IsCharacterFriendlyForPlayer(UWorld* World, AAHBaseCharacter* Character, bool CountNeutralAsFriendly); // 0x225f630 [Final Native Static Public]
    UBehaviorTreeComponent* GetBehaviorTreeComponent(AAHAIController* CachedAIController); // 0x2260540 [Final Native Static Public]
    AAHAIController* GetAIControllerFromBTComponent(UBehaviorTreeComponent* OwnerComp); // 0x2260f20 [Final Native Static Public]
    bool CheckWaterDepth(AAHAICharacter* AICharacter, const FVector& WaterTestingLocation, bool bHasPath); // 0x2260bb0 [Final Native Static Public]
    bool AreFriendlyCharacters(AAHBaseCharacter* CharacterOne, AAHBaseCharacter* CharacterTwo, bool CountNeutralAsFriendly); // 0x225f940 [Final Native Static Public]

// UAlertionLevelWidget (/Script/AtomicHeart.AlertionLevelWidget)
    void SetCooldownLevel(float InCurrentValue, float InMaxValue, const FString& Text); // 0x22620f0 [Final Native Public]
    void SetAlertLevel(const EEcosystemAlertState& CurrentAlertState); // 0x2262370 [Final Native Public]
    void OnCooldownUpdateEvent(float InCurrentValue, float InMaxValue); // 0x274f500 [Event Public]
    void OnAlertUpdateEvent(const EEcosystemAlertState& CurrentAlertState); // 0x274f500 [Event Public]
    UDA_EcoSystemSubsystemSettings* GetEcoSystemSettings(); // 0x15df4d0 [Final Native Public]

// ALookManager (/Script/AtomicHeart.LookManager)
    void K2_OnUpdateTask(); // 0x274f500 [Event Protected]
    void K2_OnRunLerpTask(); // 0x274f500 [Event Protected]
    void EnableUpdateTask(); // 0x2262690 [Final Native Protected]
    void DisableUpdateTask(); // 0x2262670 [Final Native Protected]

// UAmbienceSoundComponent (/Script/AtomicHeart.AmbienceSoundComponent)
    void OnWwiseListenerTransformUpdated(const FTransform& ListenerTransform); // 0x2262880 [Final Native Protected]

// AAmbienceSoundEmitter (/Script/AtomicHeart.AmbienceSoundEmitter)
    void InitializeAndRegisterAmbienceSoundEmitter(UAHWwiseComponent* InWwiseComponent, FAHWwiseEventContainer& InSoundEvent, const TArray<TArray<TArray<void>>>& InRTPCNames, const TArray<TArray<void>>& InCapsuleSoundVolumes, const TArray<void>& InSplineSoundVolumes); // 0x2262a90 [Final Native Public]

// UAnimatedInteractionAbility (/Script/AtomicHeart.AnimatedInteractionAbility)
    void OnSnapDelayEnded(); // 0x22641a0 [Final Native Private]
    void OnOwnerAbilityEnded(UGameplayAbility* Ability, const ECharacterAbilities& AbilityType); // 0x2263f10 [Final Native Private]
    void OnActivationDelayEnded(); // 0x2264170 [Final Native Private]
    void AllowCameraRotation(bool bAllow); // 0x22641c0 [Final Native Private]

// UAnimatedSpawnerComponent (/Script/AtomicHeart.AnimatedSpawnerComponent)
    void SetSpawnerDeactivated(bool bValue); // 0x2264e00 [Final Native Public]
    void RequestPatrollingGuardian(int32 PatrollingGuardianAmount); // 0x22649f0 [Final Native Protected]
    bool RequestGuardian(int32 GuardianAmount); // 0x2264b50 [Final Native Protected]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x2264cc0 [Final Native Protected]
    bool IsSpawnerDeactivated(); // 0x2264de0 [Final Native Public]

// UAnimNotify_AHWwisePlayEvent (/Script/AtomicHeart.AnimNotify_AHWwisePlayEvent)
    void SetNotifyParameters(const EAHWwiseEmitterType& InEmitterType, const FName& InSocketName, bool bInShouldNoise, const FAHWwiseEventContainer& InEventContainer); // 0x2265c70 [Final Native Public]

// UAnimUtils (/Script/AtomicHeart.AnimUtils)
    void StopMontageOnMesh(float BlendOutTime, UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226fb10 [Final Native Static Public]
    void StopAllMontagesOnMesh(USkeletalMeshComponent* SkeletalMeshComponentComponent, float BlendOutTime); // 0x226f840 [Final Native Static Public]
    void SetNextMontageSection(const FName& SectionName, UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226c960 [Final Native Static Public]
    void SetMontagePlayRate(UAnimMontage* Montage, USkeletalMeshComponent* SkeletalMeshComponent, float NewPlayRate); // 0x226c670 [Final Native Static Public]
    float ReversePlayingMontage(USkeletalMeshComponent* SkeletalMeshComponent); // 0x226fa30 [Final Native Static Public]
    void RemapSnapshotWithNameMap(FPoseSnapshot& SourceSnapshot, FPoseSnapshot& TargetSnapshot, FPoseSnapshotRemappingSettings& RemappingSettings, TMap<FString, void>& BoneNameToIndexMap); // 0x226bb40 [Final Native Static Public]
    void RemapSnapshot(FPoseSnapshot& SourceSnapshot, FPoseSnapshot& TargetSnapshot, FPoseSnapshotRemappingSettings& RemappingSettings); // 0x226c050 [Final Native Static Public]
    float PlayPairedMontageOnMeshesReturnsLength(FCharacterAndItemPairedMontages& PairedMontages, USkeletalMeshComponent* CharacterSkeletalMeshComponent, USkeletalMeshComponent* ItemSkeletalMeshComponent, float InPlayRate, float InTimeToStartMontageAt, bool bStopAllMontages); // 0x2270520 [Final Native Static Public]
    bool PlayPairedMontageOnMeshes(FCharacterAndItemPairedMontages& PairedMontages, USkeletalMeshComponent* CharacterSkeletalMeshComponent, USkeletalMeshComponent* ItemSkeletalMeshComponent, float InPlayRate, float InTimeToStartMontageAt, bool bStopAllMontages); // 0x2270c40 [Final Native Static Public]
    float PlayMontageOnMeshReturnsLength(UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent, float InPlayRate, float InTimeToStartMontageAt, bool bStopAllMontages); // 0x2271360 [Final Native Static Public]
    bool PlayMontageOnMesh(UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent, float InPlayRate, float InTimeToStartMontageAt, bool bStopAllMontages); // 0x2271b90 [Final Native Static Public]
    bool PlayCharacterMontages(AAHBaseCharacter* TargetCharacter, const FCharacterMontages& CharacterMontages, float PlayRate, bool bStopAllMontages); // 0x22701c0 [Final Native Static Public]
    void JumpToMontageSection(const FName& SectionName, UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226cb40 [Final Native Static Public]
    bool IsSectionCurrentlyPlaying(USkeletalMeshComponent* SkeletalMeshComponent, UAnimMontage* Montage, const FName& SectionName); // 0x226ed90 [Final Native Static Public]
    bool IsPlayingMontage(UAnimMontage* Montage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226b3a0 [Final Native Static Public]
    bool IsMontageCompatibleWithMesh(UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x22723b0 [Final Native Static Public]
    bool IsLoopedSection(UAnimMontage* Montage, const FName& SectionName); // 0x226d1f0 [Final Native Static Public]
    bool IsAnyMontagePlaying(USkeletalMeshComponent* SkeletalMeshComponent); // 0x226b220 [Final Native Static Public]
    bool HasNextSection(UAnimMontage* Montage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226d3f0 [Final Native Static Public]
    bool HasMontageSection(UAnimMontage* AnimMontage, const FName& SectionName); // 0x22696e0 [Final Native Static Public]
    bool HasAnimNotifyWithType(UAnimMontage* AnimMontage, TSubclassOf<UAnimNotify> AnimNotifyType); // 0x2269e30 [Final Native Static Public]
    float GetTimeOfSkeletalAnimNotify(UAnimMontage* AnimMontage, const FName& AnimNotifyName, bool bFromSequence); // 0x226f390 [Final Native Static Public]
    float GetTimeBeforeSectionStart(UAnimMontage* Montage, const FName& SectionName, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226de50 [Final Native Static Public]
    float GetTimeBeforeSectionEnd(UAnimMontage* Montage, const FName& SectionName, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226d760 [Final Native Static Public]
    void GetSectionStartTime(UAnimMontage* Montage, const FName& SectionName, const float& OutStartTime, bool bConsiderRateScale); // 0x226e530 [Final Native Static Public]
    void GetSectionStartAndEndTime(UAnimMontage* Montage, const FName& SectionName, const float& OutStartTime, const float& OutEndTime, bool bConsiderRateScale); // 0x226cde0 [Final Native Static Public]
    float GetSectionLength(UAnimMontage* Montage, const FName& SectionName, bool bConsiderRateScale); // 0x226e8a0 [Final Native Static Public]
    int32 GetSectionIndex(UAnimMontage* Montage, const FName& SectionName); // 0x226eba0 [Final Native Static Public]
    float GetPlayingMontageProgress(UAnimMontage* Montage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226ae90 [Final Native Static Public]
    float GetPlayingMontagePosition(UAnimMontage* Montage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226ab10 [Final Native Static Public]
    float GetPlayingMontageLength(UAnimMontage* Montage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226a630 [Final Native Static Public]
    float GetMontageInstancePlayRate(USkeletalMeshComponent* SkeletalMeshComponent, UAnimMontage* AnimMontage); // 0x2269bc0 [Final Native Static Public]
    float GetMontageDuration(UAnimMontage* Montage); // 0x226a3c0 [Final Native Static Public]
    float GetMontageCombinedPlayRate(USkeletalMeshComponent* SkeletalMeshComponent, UAnimMontage* AnimMontage); // 0x22698c0 [Final Native Static Public]
    TArray<void> GetMeshMorphsNames(USkeletalMeshComponent* SkeletalMeshComponent); // 0x226a510 [Final Native Static Public]
    FName GetCurrentMontageSection(UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent); // 0x226f0e0 [Final Native Static Public]
    void GetBoneIndexMappingForSnapshot(FPoseSnapshot& PoseSnapshot, TMap<FString, void>& BoneIndexMap); // 0x226c440 [Final Native Static Public]
    void CopyWorldTransformForBones(USkeletalMeshComponent* SourceMeshComponent, FPoseSnapshot& SourceSnapshot, USkeletalMeshComponent* TargetMeshComponent, FPoseSnapshot& TargetSnapshot, TMap<TMap<FName, void>, FString>& BoneNameToIndexMap, TMap<FName, void>& BoneSourceToTargetMap); // 0x226b660 [Final Native Static Public]
    void ApplyMontageMetaByAnimInstance(UAnimMontage* AnimMontage, UAnimInstance* AnimInstance, const bool& bShouldStopAllMontagesInAnimInstance); // 0x226fdd0 [Final Native Static Public]
    void ApplyMontageMeta(UAnimMontage* AnimMontage, USkeletalMeshComponent* SkeletalMeshComponent, const bool& bShouldStopAllMontagesInAnimInstance); // 0x226ffa0 [Final Native Static Public]

// UANS_KuzmichReloadReattach (/Script/AtomicHeart.ANS_KuzmichReloadReattach)
    bool ShouldReattach(); // 0x10b73e0 [Final Native Public]

// UANS_MeleeWeaponSnapping (/Script/AtomicHeart.ANS_MeleeWeaponSnapping)
    void OnTargetDamageReceived(FAHCharacterEvent& Event); // 0x22750b0 [Final Native Private]

// AArcadeOrbitingBullet (/Script/AtomicHeart.ArcadeOrbitingBullet)
    void OnTargetSearchOverlap(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2275fd0 [Final Native Public]
    void K2_OnOrbitReached(const FVector& Location, const FVector& NewVelocity, float DeltaTime); // 0x274f500 [Event Public]

// UArtbookButtonWidget (/Script/AtomicHeart.ArtbookButtonWidget)
    void OpenArtbook(); // 0x22765a0 [Final Native Public]

// UArtbookWidget (/Script/AtomicHeart.ArtbookWidget)
    void UpdateBackgroundImage(const TSoftObjectPtr<UTexture2D>& InImage); // 0x2276810 [Final Native Protected]
    void TryActivateNewBackground(bool bIsFromAnimation); // 0x22769f0 [Final Native Protected]
    void SelectPreviousImage(); // 0x22769b0 [Final Native Protected]
    void SelectNextImage(); // 0x2276960 [Final Native Protected]
    void OnStartChangeBackgroundEvent(); // 0x274f500 [Event Protected]
    void OnImageButtonClicked(UBaseImageButton* ButtonWidget, int32 ButtonIndex); // 0x2276660 [Final Native Protected]
    void OnCultureUpdated(); // 0x22767f0 [Final Native Protected]
    void OnChangeBackgroundEvent(); // 0x274f500 [Event Protected]

// UAsyncLoaderAction (/Script/AtomicHeart.AsyncLoaderAction)
    void ExecuteAsyncLoad(); // 0x2278600 [Final Native Private]
    FSoftObjectPath Conv_SoftObjPtrToSoftObjPath(TSoftObjectPtr<UObject>& InSoftObjectPtr); // 0x2278620 [Final Native Static Public]
    FSoftObjectPath Conv_SoftClassPtrToSoftObjPath(TSoftClassPtr<UObject>& InSoftClassPtr); // 0x2278620 [Final Native Static Public]
    UAsyncLoaderAction* AsyncLoadObject(UObject* InObject, const EAsyncLoadPriority& InPriority, const FString& InDebugName); // 0x22787e0 [Final Native Static Public]
    UAsyncLoaderAction* AsyncLoad(const TArray<EAsyncLoadPriority>& InTargetsToStream, const EAsyncLoadPriority& InPriority, const FString& InDebugName); // 0x2278b30 [Final Native Static Public]

// AAttackWave (/Script/AtomicHeart.AttackWave)
    void PropagateAttackWave(float Alpha); // 0x22790b0 [Final Native Protected]
    void OnWaveFinished(); // 0x2279050 [Final Native Protected]

// UAttractionStateAbility (/Script/AtomicHeart.AttractionStateAbility)
    void StartAttractionMontage(); // 0x2279340 [Final Native Private]
    void OnAttractionAbilityEnded(UGameplayAbility* EndAbilityCauser); // 0x2279390 [Final Native Private]
    void OnAttractionAbilityCancelled(); // 0x2279360 [Final Native Private]
    void EndAttractionState(UGameplayAbility* EndedAbility); // 0x2256a40 [Final Native Private]

// UAHAudioApplier (/Script/AtomicHeart.AHAudioApplier)
    void PlayAudioSample(); // 0x2279b40 [Final Native Public]
    void AudioCultureSetCompleted(bool bSucsessed); // 0x2279a20 [Final Native Private]

// IAudioBankListener (/Script/AtomicHeart.AudioBankListener)
    void OnBankUnloaded(UAkAudioBank* Bank, const EAkResult& Result); // 0x2279c20 [Native Event Public]
    void OnBankLoaded(UAkAudioBank* Bank, const EAkResult& Result); // 0x2279d80 [Native Event Public]

// UAudioBankLoader (/Script/AtomicHeart.AudioBankLoader)
    void UnloadAudioBank(); // 0x227a2c0 [Final Native Private]
    void OnAudioBankUnloaded(const EAkResult& UnloadResult); // 0x227a2e0 [Final Native Protected]
    void OnAudioBankLoaded(const EAkResult& LoadResult); // 0x227a3b0 [Final Native Protected]

// UAudioBankLoaderSubsystem (/Script/AtomicHeart.AudioBankLoaderSubsystem)
    void RemoveBankListener(UAkAudioBank* AudioBank, UObject* Listener); // 0x227a790 [Final Native Public]
    void OnLoadingWidgetHide(FGameplayEvent& Event); // 0x227a580 [Final Native Private]
    bool IsBankLoaded(UAkAudioBank* AudioBank); // 0x227aa50 [Final Native Public]
    void AddBankListener(UAkAudioBank* AudioBank, UObject* Listener); // 0x227a8f0 [Final Native Public]

// UAudioBankReference (/Script/AtomicHeart.AudioBankReference)
    void SetReferenceOwnerName(const FString& InReferenceOwnerName); // 0x227ac50 [Final Native Public]
    void RequestAudioBankUnload(UObject* AudioBankListener); // 0x227adb0 [Final Native Public]
    void RequestAudioBankLoad(UObject* AudioBankListener); // 0x227ae90 [Final Native Public]

// UAudioBankReferenceComponent (/Script/AtomicHeart.AudioBankReferenceComponent)
    void SetAudioBankUnloadDelay(float NewDelay); // 0x227b150 [Final Native Public]
    void RequestAudioBankUnload(UObject* AudioBankListener); // 0x227b2f0 [Final Native Public]
    void RequestAudioBankLoad(UObject* AudioBankListener); // 0x227b3d0 [Final Native Public]

// UAudioDebugTab (/Script/AtomicHeart.AudioDebugTab)
    void UpdateSuspendWwiseButtonState(UDebugMenuButton* Button); // 0x227b860 [Final Native Public]
    void UpdateSoundOcclusionByVisibilityButtonState(UDebugMenuButton* Button); // 0x227ba70 [Final Native Public]
    void UpdateSoundOcclusionButtonState(UDebugMenuButton* Button); // 0x227bbb0 [Final Native Public]
    void UpdateMuteButtonState(UDebugMenuButton* Button); // 0xec5570 [Final Native Public]
    void OnSuspendWwiseButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnSoundOcclusionByVisibilityButtonClicked(); // 0x227bb90 [Final Native Public]
    void OnSoundOcclusionButtonClicked(); // 0x227bb90 [Final Native Public]
    void OnMuteButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnDropPlayedDiariesButtonClicked(); // 0x227b660 [Final Native Public]
    void OnDropPlayedDialogsButtonClicked(); // 0x227b980 [Final Native Public]
    void OnDropDiariesButtonClicked(); // 0x227b750 [Final Native Public]

// UAudioDiaryComponent (/Script/AtomicHeart.AudioDiaryComponent)
    bool TryActivateDiary(const FGameplayTag& AudioDiaryTag); // 0x227c1c0 [Final Native Public]
    void StopPlayingDiary(); // 0x227c1a0 [Final Native Public]
    void ShowDiaryNotification(const FGameplayTag& AudioDiaryTag); // 0x227c2b0 [Final Native Public]
    void ResumeDiary(); // 0x227c120 [Final Native Public]
    void PauseDiary(); // 0x227c140 [Final Native Public]
    void OnHUDCreated(); // 0x227bfa0 [Final Native Protected]
    bool IsDiaryPaused(); // 0x227c390 [Final Native Public]
    bool IsDiaryActive(); // 0x227c3b0 [Final Native Public]
    TArray<void> GetKnownAudioDiaries(); // 0x227c0f0 [Final Native Public]
    void AudioDiaryEventPlayed(FSoundEventContainer& EventContainer); // 0x227bfe0 [Final Native Protected]

// AAudioDiaryItem (/Script/AtomicHeart.AudioDiaryItem)
    void ShowAudioDiaryNotification(AAHBaseCharacter* Character); // 0x227c7c0 [Final Native Public]

// UAudioDiaryNotifyWidget (/Script/AtomicHeart.AudioDiaryNotifyWidget)
    void UpdateTimeProgressEvent(int32 InTime); // 0x274f500 [Event Public]
    void UpdateHoldButtonProgressEvent(float InSeconds); // 0x274f500 [Event Public]
    void ShowNotifyEvent(); // 0x274f500 [Event Public]
    void OnPlayDiaryEvent(); // 0x274f500 [Event Public]
    void OnListenAudioDiaryButtonReleased(); // 0x227c980 [Final Native Public]
    void OnListenAudioDiaryButtonPressed(); // 0x227c9a0 [Final Native Public]
    void HideNotifyEvent(); // 0x274f500 [Event Public]
    void HideNotify(); // 0x227ca00 [Final Native Public]

// AAudioSpeaker (/Script/AtomicHeart.AudioSpeaker)
    void K2_TryActivate(FGameplayTag& AudioSpeakerTag, FAHWwiseEventContainer& SpeakerEvent); // 0x227da60 [Final Native Public]
    bool IsActive(); // 0x227da30 [Final Native Public]

// UAudioUtils (/Script/AtomicHeart.AudioUtils)
    void TryShowSubtitle(const FName& Marker); // 0x227e050 [Final Native Static Public]
    void TryHideSubtitle(const FName& Marker); // 0x227df30 [Final Native Static Public]
    void TryActivateBarkForPlayer(const FGameplayTag& BarkTag); // 0x227e4a0 [Final Native Static Public]
    void TryActivateAudioThemeForPlayer(const FGameplayTag& ThemeTag, const FAudioThemeParameter& ThemeParameter); // 0x227e860 [Final Native Static Public]
    void TryActivateAudioSpeakers(const FGameplayTag& AudioSpeakerTag, TSet<TSoftObjectPtr<AAudioSpeaker>>& AudioSpeakers); // 0x227e170 [Final Native Static Public]
    void TryActivateAssistantDialogForPlayer(const FGameplayTag& DialogTag); // 0x227e370 [Final Native Static Public]
    void StopPlayingAudioDiary(); // 0x227e330 [Final Native Static Public]
    void StopPlayingAssistantDialogs(); // 0x227e350 [Final Native Static Public]
    void CancelAudioTriggerSettings(UDA_AudioTriggerSettings* AudioSettings, AAHBaseCharacter* TargetCharacter); // 0x227ebe0 [Final Native Static Public]
    void ApplyAudioTriggerSettings(UDA_AudioTriggerSettings* AudioSettings, AAHBaseCharacter* TargetCharacter); // 0x227ee40 [Final Native Static Public]
    void ApplyAudioThemeParameter(const FAudioThemeParameter& ThemeParameter); // 0x227e5d0 [Final Native Static Public]

// UItemCondition (/Script/AtomicHeart.ItemCondition)
    void OnChangeEvent(); // 0x10ce6e0 [Final Native Public]

// UTriggerVolumeCondition (/Script/AtomicHeart.TriggerVolumeCondition)
    void OnOverlap(AActor* OverlappedActor, AActor* OtherActor); // 0x2280e00 [Final Native Public]
    void OnLevelUnloaded(); // 0x2280dc0 [Final Native Protected]
    void OnLevelLoaded(); // 0x2280de0 [Final Native Protected]

// UKillCondition (/Script/AtomicHeart.KillCondition)
    void OnCharacterEventDelegate(FAHCharacterEvent& Event); // 0x2281050 [Final Native Public]

// UCollectorOverlap (/Script/AtomicHeart.CollectorOverlap)
    void OnCollectorOverlapEventDelegate(FGameplayEvent& Event); // 0x2281200 [Final Native Public]

// UGameplayEventCondition (/Script/AtomicHeart.GameplayEventCondition)
    void OnGameplayEventDelegate(FGameplayEvent& Event); // 0x22814d0 [Native Protected]

// UCharacterDiedCondition (/Script/AtomicHeart.CharacterDiedCondition)
    void OnCharacterDiedDelegate(FGameplayEvent& InEvent); // 0x2281770 [Final Native Public]

// UGameplayTriggerWasTriggeredCondition (/Script/AtomicHeart.GameplayTriggerWasTriggeredCondition)
    void OnGameplayEvent(FGameplayEvent& Event); // 0x2281a50 [Final Native Protected]

// ABaseDestructibleActor (/Script/AtomicHeart.BaseDestructibleActor)
    void PlayPieceHitSound(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x2281f70 [Final Native Private]
    void PlayFractureSound(const FVector& HitPoint, const FVector& HitDirection); // 0x22822a0 [Final Native Private]
    void K2_OnSpawnedOnCharacterDeath(); // 0x274f500 [Event Public]
    void K2_OnDeathStateLoaded(); // 0x274f500 [Event Public]
    ULootBoxComponent* GetLootBoxComponent(); // 0x2282470 [Final Native Public]
    bool GetIsLoaded(); // 0x2282450 [Final Native Public]
    void ClearSoundTimers(); // 0x2282430 [Final Native Public]
    void ActivateDestructible(bool bWithExplosion); // 0x14ab3b0 [Native Event Public]

// ABaseDoor (/Script/AtomicHeart.BaseDoor)
    void SetDoorState(const EDoorState& InDoorState); // 0x22826b0 [Final Native Public]
    EDoorState GetDoorState(); // 0x2282780 [Final Native Public]

// UBaseImageButton (/Script/AtomicHeart.BaseImageButton)
    void OnSetSelectedEvent(bool bInIsSelected); // 0x274f500 [Event Public]
    void OnButtonClicked(); // 0x2283090 [Final Native Public]

// UBaseInventoryWidget (/Script/AtomicHeart.BaseInventoryWidget)
    void UpdateVisual(); // 0x274f500 [Event Public]
    void UpdateItemSlotSelectorPosition(float InDeltaTime); // 0x22843b0 [Final Native Protected]
    void SetItemInfo(UInventoryItemInfoWidget* InInventoryItemInfo); // 0x2284900 [Final Native Public]
    void SelectCurrentCategory(); // 0x2283370 [Final Native Protected]
    void RebuildInventory(); // 0x2283300 [Native Protected]
    void OnToggleInventory(); // 0x2284350 [Final Native Protected]
    void OnNavigationButtonsPressed(UInventoryItemSlotWidget* InCurrentSelectedItemSlot); // 0x274f500 [Event Protected]
    void OnInventoryItemSlotHoveredEvent(int32 InSourceIndex, UInventoryItemSlotWidget* InCurrentSelectedItemSlot); // 0x274f500 [Event Protected]
    void OnInventoryItemSlotHovered(const TScriptInterface<IInventoryWidget>& InventoryWidget, int32 InSourceIndex); // 0x2283830 [Final Native Protected]
    void OnInventoryItemSlotDropped(const TScriptInterface<IInventoryWidget>& InventoryWidget, int32 InSourceIndex, int32 InTargetRow, int32 InTargetColumn); // 0x22840b0 [Final Native Protected]
    void OnInventoryItemSlotDragLeft(const TScriptInterface<IInventoryWidget>& InventoryWidget, int32 InSourceRow, int32 InSourceColumn); // 0x2283bb0 [Final Native Protected]
    void OnInventoryItemSlotDragEntered(const TScriptInterface<IInventoryWidget>& InventoryWidget, int32 InSourceRow, int32 InSourceColumn, int32 InTargetRow, int32 InTargetColumn); // 0x2283d80 [Final Native Protected]
    void OnInventoryItemSlotDragCancelled(const TScriptInterface<IInventoryWidget>& InventoryWidget, int32 InSourceRow, int32 InSourceColumn); // 0x22839b0 [Final Native Protected]
    void OnInventoryItemSlotClickedEvent(UInventoryItemSlotWidget* InCurrentSelectedItemSlot); // 0x274f500 [Event Protected]
    void OnInventoryItemSlotClicked(const TScriptInterface<IInventoryWidget>& InventoryWidget, int32 InSourceIndex); // 0x22836b0 [Final Native Protected]
    void OnChangedInventory(); // 0x2284390 [Final Native Protected]
    void MoveItemToAnotherInventoryByClick(UInventoryItemSlotWidget* InventorySlot); // 0x22846c0 [Final Native Public]
    void MoveCurrentItemToAnotherInventory(UBaseInventoryWidget* InPlayerInventory, UStorageInventoryWidget* InStorageInventory); // 0x22847a0 [Final Native Public]
    void HoverSlotByCoordinates(int32 Column, int32 Row); // 0x22834f0 [Final Native Protected]
    UAHInventory* GetTargetInventory(); // 0x22845f0 [Native Public]
    UMaterialInstanceDynamic* GetMaterialByLevel(int32 InLevelIndex); // 0x2284ac0 [Final Native Public]
    UDA_ItemBase* GetCurrentSlotWeaponItem(); // 0x2284550 [Final Native Protected]
    ABaseWeapon* GetCurrentSlotWeapon(); // 0x2284480 [Final Native Protected]
    FInventoryData GetCurrentSlotData(); // 0x2283330 [Final Native Protected]
    UInventoryItemSlotWidget* GetCurrentHoveredSlot(); // 0x2284c50 [Final Native Public]
    bool FindFirstBusySlot(); // 0x2284670 [Final Native Public]
    void DisassembleItemButtonReleased(); // 0x2284630 [Final Native Public]
    void DisassembleItemButtonPressed(); // 0x2284650 [Final Native Public]
    void DisassembleItem(); // 0x22846a0 [Final Native Public]
    void DeselectCurrentSlot(bool bShouldHideSelector); // 0x22849e0 [Native Public]
    void AutosortItems(); // 0x22845d0 [Final Native Public]

// UBaseSignificanceCharacterAction (/Script/AtomicHeart.BaseSignificanceCharacterAction)
    void OnCharacterEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x22886b0 [Final Native Private]

// UBaseVoiceAbility (/Script/AtomicHeart.BaseVoiceAbility)
    void OnWwiseEventPlaying(FAHWwisePlayingEventInfo& EventInfo, float Duration); // 0x22888c0 [Native Protected]
    void OnWwiseEventPlayed(FAHWwisePlayingEventInfo& EventInfo); // 0x2288aa0 [Final Native Protected]
    bool IsPlaying(); // 0x2288bf0 [Final Native Public]

// AEquipableItem (/Script/AtomicHeart.EquipableItem)
    void OnStopUseItem(); // 0x2301a40 [Native Public]
    void OnStartUseItem(); // 0x2301a60 [Native Public]
    void OnShowItemUsedFeedback(); // 0x17d7fa0 [Native Public]
    void OnOwnerTimeDilationChanged(AActor* InOwner, float NewTimeDilation); // 0x2301880 [Final Native Private]
    void OnHideItem(); // 0x2301a80 [Native Public]
    void OnDetachAttachment(); // 0x2301a20 [Native Public]
    bool MeetDLCRequirements(); // 0x23019f0 [Final Native Public]
    void K2_OnStartUnequipping(); // 0x274f500 [Event Protected]
    void K2_OnStartEquipping(); // 0x274f500 [Event Protected]
    void K2_OnEndUnequipping(); // 0x274f500 [Event Protected]
    void K2_OnEndEquipping(); // 0x274f500 [Event Protected]
    AAHBaseCharacter* GetOwnerCharacter(); // 0x10be2d0 [Final Native Public]

// ABaseWeapon (/Script/AtomicHeart.BaseWeapon)
    void OnStartAttack(); // 0x274f500 [Event Public]
    void OnShellSpawned(const FName& SocketName, TSubclassOf<AEquipableItemAttachment> ShellTemplateOverride); // 0x2289e20 [Final Native Public]
    void OnShellLoaded(int32 NumberOfLoadedShells); // 0x2289b00 [Native Public]
    void OnShellDestroyed(const FName& SocketName, bool bDestroyLast); // 0x2289cc0 [Final Native Public]
    void OnPreparingToAttackEnd(); // 0x228a3d0 [Final Native Public]
    void OnMagazineSpawned(const FName& SocketName, TSubclassOf<AEquipableItemAttachment> MagazineTemplateOverride); // 0x228a180 [Final Native Public]
    void OnMagazineDestroyed(const FName& SocketName, bool bDestroyLast); // 0x228a020 [Final Native Public]
    void OnEndReloading(bool bReloadCancelled); // 0x2289be0 [Native Public]
    void OnEndAttack(); // 0x274f500 [Event Public]
    void OnAttachmentRemoved(const FName& TergatMesh); // 0x274f500 [Event Protected]
    void OnAttachmentApplied(const FName& TargetMesh); // 0x274f500 [Event Protected]
    void OnAmmoCooldownFinished(); // 0x2289320 [Final Native Private]
    bool HasCassetteSlot(); // 0x22898a0 [Final Native Public]
    EWeaponState GetWeaponState(); // 0x2289920 [Final Native Public]
    int32 GetUpgradeSlots(); // 0x228a570 [Final Native Public]
    USceneComponent* GetTip(); // 0x2289ab0 [Native Public]
    bool GetShouldStopLoadingShells(); // 0x2289ae0 [Final Native Public]
    TMap<UDA_ItemBase*, void> GetRepairCost(); // 0x22894b0 [Native Public]
    float GetReloadingSpeedRate(); // 0x22895c0 [Native Public]
    float GetRagePenalty(); // 0x2289640 [Native Public]
    float GetRageBonus(); // 0x2289600 [Native Public]
    bool GetIsCharging(); // 0x228a460 [Final Native Public]
    UDA_HitSettings* GetHitSettingsForUI(const int32& OutHits); // 0x2289940 [Native Public]
    FGameplayTag GetCurrentWeaponActionTag(); // 0x2289480 [Final Native Public]
    float GetChargeProgress(); // 0x228a440 [Final Native Public]
    UAHWeaponCassetteSlot* GetCassetteSlot(); // 0x2289840 [Final Native Public]
    TArray<void> GetBranchCost(FGameplayTag& BranchTag); // 0x2289340 [Final Native Public]
    UBaseWeaponAttack* GetBaseWeaponAttack(); // 0x228a5a0 [Final Native Public]
    FGameplayTag GetAttackTypeTag(); // 0x2289900 [Final Native Public]
    int32 GetAmmoSize(); // 0x2289a80 [Native Public]
    int32 GetAmmoInPossession(); // 0x2289a40 [Final Native Public]
    int32 GetAmmoCount(bool bCountChambered); // 0x228a480 [Native Public]
    float GetAdditionalWeaponUpgradeElectrizationTimeMultiplier(); // 0x228a400 [Native Event Public]
    void FullUpgrade(); // 0x22895a0 [Native Public]
    void ExtractUpgrade(FGameplayTag& InId); // 0x2289680 [Final Native Public]
    void ExtractAllUpgrades(); // 0x2289580 [Native Public]
    void ExecuteWeaponAttackAction(int32 ActionIndex); // 0x274f500 [Event Public]
    void ApplyUpgrade(FGameplayTag& InId); // 0x2289760 [Final Native Public]

// UBaseWeaponAnimInstance (/Script/AtomicHeart.BaseWeaponAnimInstance)
    bool IsCharacterAbilityActive(const ECharacterAbilities& CharacterAbility); // 0x228ae60 [Final Native Public]
    bool IsAiming(); // 0x228aff0 [Final Native Public]
    UAnimSequenceBase* GetItemSequenceByTag(const FGameplayTag& InGameplayTag); // 0x228b0d0 [Final Native Public]
    void ExecuteWeaponAttackAction(int32 ActionIndex); // 0x274f500 [Event Public]

// UBaseWeaponAttack (/Script/AtomicHeart.BaseWeaponAttack)
    bool WeaponCanAttack(); // 0x2291880 [Final Native Public]
    void TickAction(const EActionInput& Input, const EPeriodicActionOutput& Output, const FLatentActionInfo& LatentInfo, float Interval); // 0x228f450 [Final Native Public]
    void SubscribeOnRageChangedEvent(const EActionInput& Input); // 0x228f110 [Final Native Public]
    void SubscribeOnHealthChangedEvent(const EActionInput& Input); // 0x228f2b0 [Final Native Public]
    void SpawnAttackWave(TSubclassOf<AAttackWave> AttackWaveTemplate, UDA_SpecialHitSettings* HitSettings, const FVector& AttackLocation, const FVector& AttackDirection); // 0x228c6f0 [Final Native Public]
    void ShootAction(); // 0x228cc10 [Final Native Public]
    void SetWeaponCharge(float Value); // 0x228c260 [Final Native Public]
    void SetMovementBlocked(bool bBlocked); // 0x228cea0 [Final Native Public]
    void SetCustomDepthForCharactersInFront(bool bApply, int32 StencilValue); // 0x228ca90 [Final Native Public]
    void SetCurrentAttackActionTag(const FGameplayTag& InActionTag); // 0x2290840 [Final Native Public]
    void SetCanApplyDamageMultipleTime(bool Value, float DeltaTime); // 0x228c340 [Final Native Public]
    void PropagateAttackWave(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, const FVector& StartLocation, const FVector& EndLocation, const FGameplayTagContainer& DamageTypesOverride, const TArray<float>& ActorsToIgnore, float Duration, float Damage, float Impulse, float MinRadius, float MaxRadius, bool bDrawDebug); // 0x228dd60 [Final Native Public]
    void PlayPairedMontageAction(const EPlayMontageActionInput& Input, const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo, const TSoftObjectPtr<UAnimMontage>& CharacterMontage, const TSoftObjectPtr<UAnimMontage>& WeaponMontage); // 0x2290430 [Final Native Public]
    void PerforateSkin(AAHAICharacter* AICharacter, const EVisualDamageShapeType& Type, const EBulletMaterialDamageType& MaterialImpact, const FVector& Point, float Radius, float Power, float FlameHeight); // 0x228bc50 [Final Native Public]
    void OverrideHitFromDirection(FHitParameters& HitParams, const FVector& NewNormalInPlayerSpace); // 0x228c520 [Final Native Public]
    void OverrideDamageType(FHitParameters& InHitParameters, const FGameplayTag& DamageTypeOverrideTag); // 0x2290920 [Final Native Public]
    void OnRageChangedEvent(const float& Change, const float& CurrentValue, const float& RageChangeNormalized); // 0x274f500 [Event Public]
    void OnMeleeCollisionsDeactivate(); // 0x274f500 [Event Public]
    bool OnImpact(FHitResult& InHitResult, AAHBullet* Bullet); // 0x274f500 [Event Public]
    bool OnHitHandled(AAHBaseCharacter* VictimCharacter, FHitParameters& InHitParameters, AActor* HitApplier); // 0x274f500 [Event Public]
    void OnHealthChangedEvent(const float& Change, const float& CurrentValue, const float& HealthChangeNormalized); // 0x274f500 [Event Public]
    void OnEnemyKilled(AAHBaseCharacter* DiedCharacter, FHitParameters& LastHitParams); // 0x274f500 [Event Public]
    void LoopTraceFromCamera(const EActionInput& Input, const EPeriodicActionOutput& Output, const FLatentActionInfo& LatentInfo, float Interval, float TraceDistance, float ConeAngle, uint8 TraceChannel, const bool& Hit, const AAHBaseCharacter*& Target, const FName& Bone, bool bDrawDebug); // 0x228eab0 [Final Native Public]
    void LineTraceFromCamera(float TraceDistance, uint8 TraceChannel, const bool& Hit, const AAHBaseCharacter*& Target, const FName& Bone, bool bDrawDebug, float DrawDebugTime); // 0x228b820 [Final Native Public]
    void K2_OnWeaponUnequipped(); // 0x274f500 [Event Public]
    void K2_OnWeaponStartEquipping(); // 0x274f500 [Event Public]
    void K2_OnWeaponEquipped(); // 0x274f500 [Event Public]
    void K2_OnWeaponEndPlay(); // 0x274f500 [Event Public]
    void K2_OnUpgradeUninstalled(FGameplayTag& InstalledUpgradeID); // 0x274f500 [Event Public]
    void K2_OnUpgradeInstalled(FGameplayTag& InstalledUpgradeID); // 0x274f500 [Event Public]
    void K2_OnSpecialSkillActivated(); // 0x274f500 [Event Public]
    void K2_OnShotFired(const TArray<void>& SpawnedBullets); // 0x274f500 [Event Public]
    void K2_OnSecondaryActionRepeating(float Value); // 0x274f500 [Event Public]
    void K2_OnSecondaryActionReleased(float Value); // 0x274f500 [Event Public]
    void K2_OnSecondaryActionPressed(float Value); // 0x274f500 [Event Public]
    void K2_OnReloadEnd(); // 0x274f500 [Event Public]
    void K2_OnRealisticTriggersStateChanged(bool bActivated); // 0x274f500 [Event Public]
    void K2_OnPrimaryActionRepeating(float Value); // 0x274f500 [Event Public]
    void K2_OnPrimaryActionReleased(float Value); // 0x274f500 [Event Public]
    void K2_OnPrimaryActionPressed(float Value); // 0x274f500 [Event Public]
    void K2_OnInitialized(); // 0x274f500 [Event Public]
    void K2_OnAttackAbilityCancelled(); // 0x274f500 [Event Public]
    void K2_On_R_Pressed(); // 0x274f500 [Event Public]
    void K2_On_Q_Pressed(); // 0x274f500 [Event Public]
    void K2_On_E_Pressed(); // 0x274f500 [Event Public]
    void JumpToTarget(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, AAHBaseCharacter* JumpTarget, const TSoftObjectPtr<UCurveFloat>& AngleCurve, const TSoftObjectPtr<UCurveFloat>& ImpulseCurve, float NoTargetJumpDistance, float JumpOffset, float SmoothRotationSpeed); // 0x228d780 [Final Native Public]
    bool IsCurrentTag(const FGameplayTag& InActionTag); // 0x2291760 [Final Native Public]
    bool IsAttackAbilityActive(); // 0x22918c0 [Final Native Public]
    void IncreaseDamageForRobots(FHitParameters& InHitParameters, AAHBaseCharacter* VictimCharacter, float DamageIncrease, float DamageMultiplier); // 0x2290f50 [Final Native Public]
    void IncreaseDamageForOrganics(FHitParameters& InHitParameters, AAHBaseCharacter* VictimCharacter, float DamageIncrease, float DamageMultiplier); // 0x2290b50 [Final Native Public]
    void IncreaseDamage(FHitParameters& InHitParameters, float DamageIncrease, float DamageMultiplier); // 0x2291350 [Final Native Public]
    bool GetWeaponHasUpgrade(const FGameplayTag& UpgradeID); // 0x22915a0 [Final Native Public]
    EWeaponActionType GetWeaponActionType(); // 0x2291730 [Final Native Public]
    AAHPlayerCharacter* GetPlayerCharacter(); // 0x22916c0 [Final Native Public]
    bool GetIsSecondaryActionPressed(); // 0x22916f0 [Final Native Public]
    bool GetIsPrimaryActionPressed(); // 0x2291710 [Final Native Public]
    ABaseWeapon* GetCurrentWeapon(); // 0x2291690 [Final Native Public]
    FGameplayTag GetCurrentAttackActionTag(); // 0x2291860 [Final Native Public]
    void ForceFinishWeaponAttackAction(); // 0x228ccd0 [Final Native Public]
    void FinishWeaponAttackAction(); // 0x228cd50 [Final Native Public]
    void ExecuteAnimNotifierActions(const TArray<void>& Indexes); // 0x274f500 [Event Public]
    void EndAnimNotifierActions(const TArray<void>& Indexes); // 0x274f500 [Event Public]
    void ConeTraceFromCamera(float TraceDistance, float ConeAngle, uint8 TraceChannel, const TArray<bool>& Targets, bool bDrawDebug, float DrawDebugTime); // 0x228b480 [Final Native Public]
    void ChangeControllerSensitivity(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo, float NewSensitivity); // 0x228cf80 [Final Native Public]
    void CameraPitchRestriction(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo, float MinAngle, float MaxAngle, float SoftOffset, float CorrectionSpeed, float BlendTime); // 0x228d2c0 [Final Native Public]
    bool AreLeftHandedAbilitiesActive(); // 0x2291950 [Final Native Public]
    void ApplyWeaponPropertyModifiers(const EActionInput& Input, const EDefaultOutput& Output, const TArray<FGameplayTag>& PropertyChanges, const FGameplayTag& ChangesID, const FLatentActionInfo& LatentInfo); // 0x228fb20 [Final Native Public]
    void ApplyTimeDilationForPeriod(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, AAHBaseCharacter* VictimCharacter, float Duration, float TimeDilationAlpha, float BlendInTime, float BlendOutTime, const EOscillationBlend& BlendInType, const EOscillationBlend& BlendOutType); // 0x228e550 [Final Native Public]
    void ApplyLeftHandedAbilitiesProhibition(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo); // 0x228f900 [Final Native Public]
    FActiveGameplayEffectHandle ApplyGameplayEffectToOwner(TSubclassOf<UGameplayEffect> EffectToApply); // 0x228c9a0 [Final Native Public]
    void AimAction(const EActionInput& Input, const EAimActionOutput& Output, const FLatentActionInfo& LatentInfo); // 0x228f6e0 [Final Native Public]
    void ActivateWeaponChargeActionAction(const EActionInput& Input, const EChargeActionOutput& Output, const FLatentActionInfo& LatentInfo, TSubclassOf<UGameplayEffect> ChangeRageOT, const EEquipableItemProperty& RagePenaltyProperty, const float& ResultCharge); // 0x228fe80 [Final Native Public]
    bool ActivateWeaponAttackAbilityAction(); // 0x228cdd0 [Final Native Public]
    void ActivateAttackRateTimerAction(const EActionInput& Input, const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo); // 0x2290210 [Final Native Public]

// ABeeCharacter (/Script/AtomicHeart.BeeCharacter)
    void OnShockerClientStateChanged(const EShockerTargetState& NewState); // 0x2293110 [Final Native Public]
    AAHAICharacter* GetClosestRepairer(); // 0x22930e0 [Final Native Public]

// ABeeController (/Script/AtomicHeart.BeeController)
    void OnControlledCharacterEvent(FAHCharacterEvent& Event); // 0x22934f0 [Native Public]
    void OnCharacterToSupportCharEvent(FAHCharacterEvent& Event); // 0x22933d0 [Native Public]
    void OnActorToSupportDestroyed(AActor* DestroyedActor); // 0x22932f0 [Native Public]

// ADroppingBomb (/Script/AtomicHeart.DroppingBomb)
    void SetBombSimulatePhysics(bool bSimulatePhysics); // 0x22f72b0 [Final Native Public]
    void OnLifeTimeEndedEvent(); // 0x22115c0 [Native Event Protected]
    void OnLifeTimeEnded(); // 0xe95340 [Native Protected]
    void OnHit(UPrimitiveComponent* InHitComp, AActor* InOtherActor, UPrimitiveComponent* InOtherComp, const FVector& InNormalImpulse, FHitResult& InHit); // 0x22f6f80 [Final Native Protected]
    void OnBombLanded(); // 0x22116d0 [Native Event Protected]
    void AddImpulseAfterLanded(); // 0x22f6f60 [Final Native Protected]

// ABidonistMovingBomb (/Script/AtomicHeart.BidonistMovingBomb)
    void SwitchSpeedMode(bool bNavigated); // 0x2293cf0 [Final Native Public]
    void SetTargetComponent(USceneComponent* Component); // 0x2293e70 [Final Native Public]
    void SetTarget(AActor* InTarget, bool bIsMarker); // 0x2294080 [Final Native Public]
    void SetSenseRadius(float Value); // 0x2293970 [Final Native Public]
    void SetSenseActive(bool bActive); // 0x2293a50 [Final Native Public]
    void SetAutoExplosionRadius(float Value); // 0x2293b30 [Final Native Public]
    void SetAutoExplosionActive(bool bActive); // 0x2293c10 [Final Native Public]
    bool IsTargetingEnemy(); // 0x2293e10 [Final Native Public]
    USceneComponent* GetTargetComponent(); // 0x2293e30 [Final Native Public]

// ARangeWeapon (/Script/AtomicHeart.RangeWeapon)
    void StopShooting(); // 0x237fb10 [Native Event Public]
    void StartShooting(); // 0x237fb30 [Native Event Public]
    void SetMuzzleLocation(const FVector& InLocation); // 0x237fb50 [Final Native Public]
    void SetBarrelShotgunParameters(bool bShotgun, int32 ShotgunShellCount, float ShotgunSpread, float ShotgunVelocitySpread); // 0x237f860 [Final Native Public]
    void RotateBarrel(); // 0x237faf0 [Final Native Public]
    void OnWeaponReloaded(); // 0x274f500 [Event Protected]
    void OnShotFired(const TArray<void>& SpawnedBullets); // 0x237f730 [Native Protected]
    void OnShellVFXParticleCollide(const FName& EventName, float EmitterTime, int32 ParticleTime, const FVector& Location, const FVector& ParticleVelocity, const FVector& Direction, const FVector& Normal, const FName& BoneName, UPhysicalMaterial* PhysicalMaterial); // 0x237ef70 [Final Native Protected]
    void OnMuzzleFlashFinished(); // 0x237ef20 [Final Native Private]
    void OnMaxSpreadReached(float Value); // 0x237ee50 [Final Native Private]
    void OnAbilityEnded(UGameplayAbility* Ability); // 0x237f570 [Final Native Protected]
    void OnAbilityCommitted(UGameplayAbility* Ability); // 0x237f650 [Final Native Protected]
    void K2_OnStopAiming(); // 0x274f500 [Event Protected]
    void K2_OnStartAiming(); // 0x274f500 [Event Protected]
    void K2_OnModifyBullets(const TArray<void>& SpawnedBullets); // 0x274f500 [Event Protected]
    void K2_OnAimProgressChanged(float OutAimProgress); // 0x274f500 [Event Protected]
    bool IsAiming(); // 0x237fc80 [Native Public]
    FVector GetMuzzleLocation(); // 0x237fc30 [Final Native Public]
    float GetCurrentAimOffsetZLocation(); // 0x237f830 [Final Native Public]

// UBlueprintBaseCondition (/Script/AtomicHeart.BlueprintBaseCondition)
    bool Check(AAHBaseCharacter* InCharacter); // 0x2294890 [Native Event Public]

// UBlueprintBaseFloatCondition (/Script/AtomicHeart.BlueprintBaseFloatCondition)
    float GetFloatValue(AAHBaseCharacter* InCharacter); // 0x2294a20 [Native Event Public]

// UBlueprintUtils (/Script/AtomicHeart.BlueprintUtils)
    void UnregisterComponentTickFunction(UActorComponent* InComponent); // 0x2294cc0 [Final Native Static Public]
    bool GetIfFunctionIsImplementedInBlueprint(UObject* InObject, const FName& InFuncName); // 0x2294f60 [Final Native Static Public]
    void ForceTickTimeline(UTimelineComponent* InComponent, float DeltaTime); // 0x2294db0 [Final Native Static Public]

// UBTService_CheckDoesPathExist (/Script/AtomicHeart.BTService_CheckDoesPathExist)
    void OnDebugCategorySwitched(const FName& InDebugCategory, bool bEnabled); // 0x21e94e0 [Final Native Private]

// UBTTask_FindWaypoint (/Script/AtomicHeart.BTTask_FindWaypoint)
    void OnLevelOfSavedWayPointUnloaded(); // 0xf824b0 [Final Native Private]
    void OnLevelOfSavedWayPointLoaded(); // 0xf824b0 [Final Native Private]
    void OnLevelOfFirstWayPointUnloaded(); // 0xf824b0 [Final Native Private]
    void OnLevelOfFirstWayPointLoaded(); // 0xf824b0 [Final Native Private]

// UBTTask_PlaySequence (/Script/AtomicHeart.BTTask_PlaySequence)
    void OnSequenceStopped(); // 0x2296a00 [Final Native Private]
    void OnSequenceFinished(); // 0x2296a00 [Final Native Private]

// UBTTask_RM_MoveTo (/Script/AtomicHeart.BTTask_RM_MoveTo)
    void DeployTaskResult(UBehaviorTreeComponent* OwnerComp, uint8 NewResult, uint32 QueryID); // 0x2296bf0 [Final Native Protected]

// IBudgetableActor (/Script/AtomicHeart.BudgetableActor)
    void OnEndPlayBudgeted(uint8 InEndPlayReason); // 0x2298880 [Native Event Public]
    void OnBeginPlayBudgeted(); // 0x10cef30 [Native Event Public]
    bool IsBudgeted(); // 0x2298850 [Native Event Public]

// UBudgetingSubsystem (/Script/AtomicHeart.BudgetingSubsystem)
    bool RequestCallMethodComponent(const TScriptInterface<IBudgetableComponent>& InActorComponent, const EBudgetingMethod& InBudgetingMethod); // 0x2298fb0 [Final Native Public]
    bool RequestCallMethodActor(const TScriptInterface<IBudgetableActor>& InActor, const EBudgetingMethod& InBudgetingMethod); // 0x2299130 [Final Native Public]

// UBudgetingUtils (/Script/AtomicHeart.BudgetingUtils)
    bool RequestCallMethodComponent(const TScriptInterface<IBudgetableComponent>& InActorComponent, const EBudgetingMethod& InBudgetingMethod); // 0x2299420 [Final Native Static Public]
    bool RequestCallMethodActor(const TScriptInterface<IBudgetableActor>& InActor, const EBudgetingMethod& InBudgetingMethod); // 0x22995b0 [Final Native Static Public]

// UBulletFXComponent (/Script/AtomicHeart.BulletFXComponent)
    void OnBulletTrace(); // 0x2299920 [Final Native Protected]
    void OnBulletImpact(const EImpactType& ImpactType); // 0x2299850 [Final Native Protected]
    void OnBulletDeactivatedToPool(); // 0x2299800 [Final Native Protected]
    UAHWwiseComponent* GetWwiseComponent(); // 0x2299940 [Final Native Public]

// ABulletFXSpawner (/Script/AtomicHeart.BulletFXSpawner)
    void OnBulletTrace(); // 0x2299b80 [Final Native Public]
    void OnBulletImpact(const EImpactType& ImpactType); // 0x2299ab0 [Final Native Public]
    void OnBulletDeactivatedToPool(); // 0x2299a90 [Final Native Public]

// ABusaCharacter (/Script/AtomicHeart.BusaCharacter)
    void TakeInitialPoseSnapshotFromMesh(USkeletalMeshComponent* SourceMeshComponent, FPoseSnapshotRemappingSettings& RemappingSettings, TMap<FName, void>& BonesToCopyWorldTransform); // 0x229ac90 [Final Native Protected]
    void SetIndividualPartTags(const TArray<bool>& InPartTags, bool bShouldReinitializeMaterialManager); // 0x229b060 [Final Native Public]
    ABusaCorpse* ReplaceCharacterPartWithCorpse(FPoseSnapshotRemappingSettings& RemappingSettings, TMap<FGameplayTag, FName>& BonesToCopyWorldTransform, const FGameplayTag& PartTag, FTransform& CorpseTransform, const FVector& InitialImpulse); // 0x2299f30 [Final Native Protected]
    ABusaCharacter* ReplaceCharacterPartWithAnotherCharacter(TSubclassOf<ABusaCharacter> CharacterClass, USkeletalMeshComponent* SourceMesh, FPoseSnapshotRemappingSettings& RemappingSettings, TMap<TArray<FTransform>, FName>& BonesToCopyWorldTransform, const TArray<FTransform>& PartTags, FTransform& CharacterTransform, const FVector& LastHitDirection, float ImpulseStrength); // 0x229a430 [Final Native Protected]
    void OnSwappedInInsteadOfCharacterPart(const FVector& LastHitDirection, float ImpulseStrength); // 0x2299db0 [Native Event Protected]
    void OnIndividualPartsUpdated(); // 0x274f500 [Event Protected]
    void OnDetachmentFinished(); // 0x2299ca0 [Final Native Protected]
    int32 GetMergePriority(); // 0x229b010 [Final Native Public]
    TArray<void> GetIndividualPartTags(); // 0x229b030 [Final Native Public]
    ABusaCharacter* GetIndividualPartCharacter(TSubclassOf<ABusaCharacter> CharacterClass); // 0x229aba0 [Final Native Protected]

// UBusaCharacterAnimInstance (/Script/AtomicHeart.BusaCharacterAnimInstance)
    void SetUseInitialPose(bool bInUseInitialPose); // 0x229b460 [Final Native Public]

// ABusaCorpse (/Script/AtomicHeart.BusaCorpse)
    void TakeInitialPoseSnapshotFromMesh(USkeletalMeshComponent* SourceMeshComponent, FPoseSnapshotRemappingSettings& RemappingSettings, TMap<FName, void>& BonesToCopyWorldTransform); // 0x229b8b0 [Final Native Public]
    void SetInitialImpulse(const FVector& InImpulse); // 0x229bcb0 [Final Native Public]
    void SetIndividualPartTag(FGameplayTag& PartTag); // 0x229bda0 [Final Native Public]
    void ResetLevelChecks(UPrimitiveComponent* Component, const FName& BoneName); // 0x229b5f0 [Final Native Private]
    void OnPartTagSet(); // 0x274f500 [Event Public]
    bool IsRegular(); // 0x229bc30 [Final Native Public]
    void InitializeLevelChecks(UPrimitiveComponent* Component, const FName& BoneName); // 0x229b750 [Final Native Private]
    FGameplayTag GetIndividualPartTag(); // 0x229bc90 [Final Native Public]

// UCallWidget (/Script/AtomicHeart.CallWidget)
    void OnUpdateDataEvent(UDA_CallerInfo* InCallerInfo); // 0x274f500 [Event Public]
    void OnHideEvent(); // 0x274f500 [Event Public]

// ACameraCharacter (/Script/AtomicHeart.CameraCharacter)
    void TurnCameraAtRate(float InRate); // 0x229cd80 [Final Native Public]
    void TurnCamera(float InRate); // 0x229d010 [Final Native Public]
    void TraceAndTrimRays(); // 0x229cbb0 [Native Event Protected]
    void SummonBySelection(); // 0x229cc30 [Final Native Public]
    void OnSpawnedActorHandle(AActor* SpawnedActor, const EBehaviourType& BehaviourType); // 0x229c670 [Final Native Private]
    void OnSourcePowerPlantStateChanged(bool bInIsPowerOn); // 0x229cad0 [Final Native Protected]
    void LookUpCameraAtRate(float InRate); // 0x229cc70 [Final Native Public]
    void LookUpCamera(float InRate); // 0x229ce90 [Final Native Public]
    void DeactivateLinkedCameras(); // 0x229cbd0 [Final Native Public]
    void ActivateSpawners(); // 0x229cc10 [Final Native Public]
    void ActivateLinkedCameras(); // 0x229cbf0 [Final Native Public]
    void ActivateCamera(); // 0x229cc50 [Final Native Public]

// UCanvasPanel3D (/Script/AtomicHeart.CanvasPanel3D)
    void SetTranslation3D(const FVector& InTranslatio3D); // 0x229e620 [Final Native Public]
    void SetTransform3D(FTransform& InTransform3D); // 0x229e7a0 [Final Native Public]
    void SetScale3D(const FVector& InScale3D); // 0x229e320 [Final Native Public]
    void SetRotation3D(const FVector& InRotation3D); // 0x229e4a0 [Final Native Public]
    FVector GetTranslation3D(); // 0x229e770 [Final Native Public]
    FTransform GetTransform3D(); // 0x229e9c0 [Final Native Public]
    FVector GetScale3D(); // 0x229e470 [Final Native Public]
    FVector GetRotation3D(); // 0x229e5f0 [Final Native Public]

// UCassetteChangeWidget (/Script/AtomicHeart.CassetteChangeWidget)
    void OnCassetteRemoved(); // 0x229ed80 [Final Native Protected]
    void OnCassetteEquipped(); // 0x229ed30 [Final Native Protected]
    void DeactivateMenu(); // 0x274f500 [Event Public]
    void ActivateMenu(); // 0x274f500 [Event Public]

// UCategoriesDebugTab (/Script/AtomicHeart.CategoriesDebugTab)
    void OnDisableAllButtonClicked(); // 0x229f1a0 [Final Native Public]

// UCharacterAssetSignificanceAction (/Script/AtomicHeart.CharacterAssetSignificanceAction)
    void OnAssetLoaded(); // 0x229f4e0 [Final Native Private]

// UCharacterDestructibleSubsystem (/Script/AtomicHeart.CharacterDestructibleSubsystem)
    void OnDestructibleAssetsLoaded(); // 0x229f6f0 [Final Native Private]

// UCharacterEventCondition (/Script/AtomicHeart.CharacterEventCondition)
    void OnCharacterEventDelegate(FAHCharacterEvent& Event); // 0x229f860 [Native Public]

// USkillOwningConditionsForSkill (/Script/AtomicHeart.SkillOwningConditionsForSkill)
    void SetSkillToBeOwned(UDA_Skill* Skill); // 0x22a0330 [Final Native Public]
    UDA_Skill* GetSkillToBeOwned(); // 0x22a0400 [Final Native Public]

// USkillActivationConditionForSkill (/Script/AtomicHeart.SkillActivationConditionForSkill)
    void SetActivationSkill(UDA_Skill* InSkill); // 0x22a0330 [Final Native Public]

// UCharacterSkillsComponent (/Script/AtomicHeart.CharacterSkillsComponent)
    bool TryToOwnOrUpgradeSkill(UDA_Skill* InSkill, bool bForceOwning); // 0x22a09e0 [Final Native Public]
    void TryToGiveAllSkillsInCategory(const ESkillCategory& InSkillCategory); // 0x22a0910 [Final Native Public]
    void RemoveSkillFromTree(TSubclassOf<UCharacterSkillsComponent> SkillsComponentClass, UDA_Skill* Skill); // 0x22a0690 [Final Native Static Public]
    void OnAbilitiesSwapped(); // 0x22a0670 [Final Native Private]
    void ConsumeDumpedSkills(); // 0x22a07e0 [Final Native Public]
    void AddSkillToTree(TSubclassOf<UCharacterSkillsComponent> SkillsComponentClass, UDA_Skill* Skill); // 0x22a0690 [Final Native Static Public]

// UChargedWeaponAttack (/Script/AtomicHeart.ChargedWeaponAttack)
    void ChargeAttack(float Alpha); // 0x22a29e0 [Final Native Protected]

// AInteractiveObject (/Script/AtomicHeart.InteractiveObject)
    bool RequirementsAreSatisfied(UActiveUserComponent* ActiveUserComponent); // 0x232f100 [Native Protected]
    void OnActivationTimerElapsed(UActiveUserComponent* ActiveUserComponent); // 0x232f020 [Final Native Private]
    void AttachRequiredItem(UActiveUserComponent* ActiveUserComponent); // 0x22f80b0 [Native Event Protected]
    void Activate(UActiveUserComponent* ActiveUserComponent); // 0x232f020 [Native Public]

// AObservableObject (/Script/AtomicHeart.ObservableObject)
    void OnExit(); // 0x274f500 [Event Protected]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x235a4c0 [Native Protected]
    void Exit(float BlendTime); // 0x21fc5a0 [Native Protected]

// ACheckpointObject (/Script/AtomicHeart.CheckpointObject)
    void SaveProgress(bool bIsAutoSave); // 0x22a2d80 [Final Native Protected]

// AChemicalElementVolume (/Script/AtomicHeart.ChemicalElementVolume)
    void TryApplyEffect(); // 0x22a3260 [Final Native Private]
    void EndOverlap(AActor* OverlappedActor, AActor* OtherActor); // 0x22a2fa0 [Final Native Private]
    void BeginOverlap(AActor* OverlappedActor, AActor* OtherActor); // 0x22a3100 [Final Native Private]

// ACigarettePack (/Script/AtomicHeart.CigarettePack)
    void UpdateCigaretteSmolderingProgress(float Alpha); // 0x22a37f0 [Final Native Protected]
    void OnCigaretteSmolderingStarted(); // 0x274f500 [Event Protected]

// UCM_RestrictAxisBase (/Script/AtomicHeart.CM_RestrictAxisBase)
    void StartBlend(float NewMinAngle, float NewMaxAngle, float NewSoftOffset, float Time); // 0x22a3b90 [Final Native Public]
    void Setup(float MinAngle, float MaxAngle, float InCorrectionSpeed, float InSoftOffset, bool bInRelative); // 0x22a3e20 [Final Native Public]

// UCM_RestrictElliptical (/Script/AtomicHeart.CM_RestrictElliptical)
    void StartBlend(float NewMinPitch, float NewMaxPitch, float NewMinYaw, float NewMaxYaw, float NewSoftOffset, float Time); // 0x22a4200 [Final Native Public]
    void Setup(float InMinPitch, float InMaxPitch, float InMinYaw, float InMaxYaw, float InCorrectionSpeed, float InSoftOffset, bool bInRelative); // 0x22a4590 [Final Native Public]

// ULockButton (/Script/AtomicHeart.LockButton)
    void UpdateButtonAnimFinished(); // 0x22a4e40 [Final Native Private]
    void UpdateButtonAnim(float Alpha); // 0x22a4ea0 [Final Native Private]

// AUniversalLockPart (/Script/AtomicHeart.UniversalLockPart)
    void StopPuzzleEvent(); // 0x274f500 [Event Public]
    void StopPuzzle(); // 0xfa2f10 [Native Public]
    void StartPuzzle(); // 0x22115c0 [Native Public]
    void SendAction(); // 0x23afd10 [Final Native Public]
    void OnStartPuzzleEvent(); // 0x274f500 [Event Public]
    void OnSimulateResolveEvent(); // 0x274f500 [Event Public]
    void OnSimulateResolve(); // 0x23afc70 [Final Native Public]
    void OnSendRightActionEvent(); // 0x274f500 [Event Public]
    void OnSendLeftActionEvent(); // 0x274f500 [Event Public]
    void OnSendActionEvent(); // 0x274f500 [Event Public]
    void OnForceEndedEvent(); // 0x274f500 [Event Public]
    void OnForceEnded(); // 0xe95340 [Native Public]
    void OnFailedPuzzle(); // 0x23afcf0 [Native Public]
    void OnFailedAnimationEvent(); // 0x274f500 [Event Public]
    void OnCompletePuzzle(); // 0x23a3700 [Native Public]
    void OnCompleteAnimationEvent(); // 0x274f500 [Event Public]
    void InitPuzzleEvent(UUniversalLockPartSettings* PartSettings); // 0x274f500 [Event Public]
    void InitPuzzle(UUniversalLockPartSettings* PartSettings); // 0x22f80b0 [Native Public]
    void DoneStartAnimation(); // 0x23afcd0 [Native Public]

// ACodeLock (/Script/AtomicHeart.CodeLock)
    bool TryToHack(AAHPlayerCharacter* PlayerCharacter); // 0x274f500 [Event Public]
    void RecalculateButtonsAfterLoad(); // 0x22a5040 [Final Native Public]
    void OnPressActionEvent(const ECodeLockActions& Action); // 0x274f500 [Event Public]

// UCommonUtils (/Script/AtomicHeart.CommonUtils)
    void SetAffectedBySkyLight(UPrimitiveComponent* Component, bool bAffected); // 0x22a5410 [Final Native Static Public]
    bool IsValid(UObject* InObject); // 0x22a5580 [Final Native Static Public]
    float GetAdjustedHorizontalFOV(APlayerCameraManager* PlayerCameraManager, float HorizontalFOV); // 0x22a5150 [Final Native Static Public]
    void GetActorComponentHash(UActorComponent* ActorComponent, const FString& OutString); // 0x22a52b0 [Final Native Static Public]

// UConsoleCommandButton (/Script/AtomicHeart.ConsoleCommandButton)
    void ExecuteConsoleCommand(const FString& CommandText); // 0x22a5b30 [Final Native Public]

// UConsumeCondition (/Script/AtomicHeart.ConsumeCondition)
    void OnConsumeItem(FInventoryData& ItemData); // 0x22a5e80 [Final Native Public]

// UConsumeItemAbility (/Script/AtomicHeart.ConsumeItemAbility)
    void SetAllowedConsumableItemsForNextActivation(const TArray<void>& InConsumableItems); // 0x22a6040 [Final Native Public]
    ASkeletalMeshActor* GetCurrentItem(); // 0x22a6010 [Final Native Public]
    UDA_ItemConsumable* GetCurrentConsumableItem(); // 0x22a61b0 [Final Native Public]

// UAbilityTask_OpenShelf (/Script/AtomicHeart.AbilityTask_OpenShelf)
    UAbilityTask_OpenShelf* OpenShelf(UGameplayAbility* InOwningAbility, AAHLootBoxBase* InLootBox, int32 InShelveIndex); // 0x22a65f0 [Final Native Static Public]

// UContinuousPickupAbility (/Script/AtomicHeart.ContinuousPickupAbility)
    void RequestForcedPickupItems(); // 0x22a71d0 [Final Native Private]
    void OnListenerCreate(UAHWwiseComponent* AHWwiseComponent); // 0x22a69e0 [Final Native Private]
    void OnItemPocketed(UGameplayTask_MoveBySpline* Task); // 0x22a6ac0 [Final Native Private]
    void OnGrabStateChanged(const EGrabState& NewGrabState, UAbilityTask_GrabByPhysConstraint* GrabByPhysConstraint); // 0x22a6e10 [Final Native Private]
    void FinishPickupAndEndAbility(); // 0x22a71f0 [Final Native Protected]

// UControlKeyWidget (/Script/AtomicHeart.ControlKeyWidget)
    void UpdateHoldProgress(float InProgressPercent); // 0x274f500 [Event Public]
    void UpdateData(FGameplayTag& InTag); // 0x22a7530 [Final Native Public]
    void OnSetVisualEvent(UUITaggedInputAction* OutInputAction); // 0x274f500 [Event Protected]
    void OnGamepadControlledChangedEvent(bool bIsGamepadEnabled); // 0x274f500 [Event Protected]
    void OnGamepadControlledChanged(bool bIsGamepadEnabled); // 0x22a7450 [Native Protected]

// UCraftItemRequirements (/Script/AtomicHeart.CraftItemRequirements)
    void OnUpdateData(); // 0x274f500 [Event Protected]
    void OnStopCraftAnimEvent(); // 0x274f500 [Event Public]
    void OnStartCraftAnimEvent(float InDelay); // 0x274f500 [Event Public]
    void OnShowRequirementHover(bool bIsUsed); // 0x274f500 [Event Public]
    void OnResetRequirementHover(); // 0x274f500 [Event Public]
    void OnButtonClicked(); // 0x22a8ae0 [Final Native Public]
    void HideHoverText(); // 0x22a8a70 [Final Native Public]
    void CreateHoverText(); // 0x22a8aa0 [Final Native Public]

// UCraftItemWindowWidget (/Script/AtomicHeart.CraftItemWindowWidget)
    void UpdateCraftWindowOpened(bool bIsOpened); // 0x22a9430 [Final Native Protected]
    void ToggleWorldMap(); // 0x22a9d30 [Final Native Public]
    void StopHoldingCraftButton(); // 0x274f500 [Event Public]
    void StartHoldingCraftButton(); // 0x274f500 [Event Public]
    void SetCraftMachineInspectionWeapon(AItemInspectionUI* InActor); // 0x22a9fc0 [Final Native Public]
    void SetCanShowMore(bool bInState); // 0x22aa1f0 [Final Native Public]
    void SelectUpgradeInfoLevel(int32 InLevel, bool bIsIncreaseLevel); // 0x22a92b0 [Final Native Protected]
    void OpenUpgradePopup(UWeaponUpgradeSlotWidget* InUpgradeWidget); // 0x22a9de0 [Final Native Public]
    void OnUpgradeSuccessful(); // 0x274f500 [Event Public]
    void OnUpgradeSlotUnhovered(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x22a8ea0 [Final Native Protected]
    void OnUpgradeSlotHoveredEvent(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x274f500 [Event Protected]
    void OnUpgradeSlotHovered(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x22a8ff0 [Final Native Protected]
    void OnUpgradeSlotClickedEvent(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x274f500 [Event Protected]
    void OnUpgradeSlotClicked(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x22a9150 [Final Native Protected]
    void OnUpdateViewEvent(); // 0x274f500 [Event Public]
    void OnUpdateUpgradeLevelEvent(); // 0x274f500 [Event Public]
    void OnUpdatePrice(const ECraftResult& Result, bool bIsNotification); // 0x274f500 [Event Public]
    void OnTryToDisassembleItems(const TArray<void>& ItemsToDisassemble); // 0x22a9950 [Final Native Protected]
    void OnTryToCraft(); // 0x22a9bb0 [Final Native Protected]
    void OnToggleMoreInfoEvent(bool bState); // 0x274f500 [Event Public]
    void OnSlotUpgraded(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x22a8d30 [Final Native Protected]
    void OnShowUpgradeInfoEvent(int32 OutCurrentLevel, int32 CurrentUpgradeSlotIndex, int32 OutLevelsTagsCount); // 0x274f500 [Event Protected]
    void OnShowOpenWorldMapEvent(bool bIsVisible); // 0x274f500 [Event Public]
    void OnShowMoreButtonPressed(); // 0x22aa2d0 [Final Native Public]
    void OnSelectUpgradeEvent(); // 0x274f500 [Event Public]
    void OnSelectPreviousUpgrade(); // 0x274f500 [Event Public]
    void OnSelectNextUpgrade(); // 0x274f500 [Event Public]
    void OnOpenUpgradePopupEvent(); // 0x274f500 [Event Protected]
    void OnNavigateLevelRightPressed(); // 0x22a9cd0 [Final Native Protected]
    void OnNavigateLevelLeftPressed(); // 0x22a9d00 [Final Native Protected]
    void OnMediaPlayerOpened(const FString& OpenedUrl); // 0xf82390 [Final Native Private]
    void OnHideUpgradeInfoEvent(); // 0x274f500 [Event Protected]
    void OnCreateButtonReleased(); // 0x22a9820 [Final Native Protected]
    void OnCreateButtonPressed(); // 0x22a9840 [Final Native Protected]
    void OnCraftProgressIsDone(); // 0x274f500 [Event Public]
    void OnCraftItemWindowClosed(); // 0x274f500 [Event Public]
    void OnCloseUpgradePopupEvent(); // 0x274f500 [Event Protected]
    void OnChangeUpgradeInfoLevelTabEvent(int32 OutSelectedLevel, bool bIsIncreaseLevel); // 0x274f500 [Event Protected]
    void K2_OnPickupableItemSpawned(AAHPickupableItem* SpawnedItem); // 0x274f500 [Event Protected]
    UDA_ScannerObjectInfo* K2_GetAIInfo(FGameplayTag& InAITag); // 0x22a9670 [Final Native Protected]
    ABaseWeapon* GetWorldWeapon(); // 0x22aa4d0 [Final Native Public]
    UDA_HitSettings* GetWeaponHitSettings(const int32& OutHits); // 0x22aa370 [Final Native Public]
    ABaseWeapon* GetWeapon(); // 0x22aa560 [Final Native Public]
    UDA_ItemBase* GetItemToCraftDataAsset(); // 0x22aa350 [Final Native Public]
    void FillWeaponUpgrades(); // 0x22a9410 [Final Native Protected]
    void CloseUpgradePopup(); // 0x22a9d70 [Final Native Public]
    void ChangeItemsCountToCraft(int32 InDeltaValue); // 0x22a9860 [Final Native Protected]
    void ApplyUpgrade(); // 0x22a9d50 [Final Native Public]
    void AddResourceInfoButton(UTexture2D* OutIcon); // 0x274f500 [Event Public]

// AUIBackgroundActor (/Script/AtomicHeart.UIBackgroundActor)
    void Show(); // 0x23a9900 [Final Native Public]
    void SetBackgroundAlpha(float InAlpha); // 0x23a97f0 [Final Native Public]
    void Hide(); // 0x23a98e0 [Final Native Public]

// ACraftMachineUIActor (/Script/AtomicHeart.CraftMachineUIActor)
    void UpdateWeaponRotation(const FRotator& InRotation, bool bInIsAdditive); // 0x22ab4f0 [Final Native Public]
    void UpdateMouseHold(const FVector2D& InLocation); // 0x22ab2f0 [Final Native Public]
    void StartMouseHold(const FVector2D& InLocation); // 0x22ab3e0 [Final Native Public]
    void SetWidgetContainer(UPanelWidget* PanelWidget); // 0x22ab970 [Final Native Public]
    void SetCorrectionPosition(bool bInCorrectSizeAndPositionOfWeaponMesh); // 0x22ab890 [Final Native Public]
    void RequestPreviewUpgrade(int32 InSlotIndex); // 0x22ab7c0 [Final Native Public]
    void OnUpdateWeaponRotation(const FRotator& InRotation, bool bInIsAdditive); // 0x274f500 [Event Public]
    void OnUpdateMouseHold(const FVector2D& InLocation); // 0x274f500 [Event Public]
    FInventoryData GetCurrentItemInventoryData(); // 0x22abe20 [Final Native Public]
    TArray<void> GetAttachments(int32 InSlotIndex); // 0x22ab690 [Final Native Public]
    void EndMouseHold(const FVector2D& InLocation); // 0x22ab220 [Final Native Public]
    void ChangeInspectMode(bool bInIsEnabled); // 0x22ab140 [Final Native Public]
    void CancelInspectMode(); // 0x274f500 [Event Public]

// UCraftWindowMainWidget (/Script/AtomicHeart.CraftWindowMainWidget)
    void UpdateUpgradesForItem(URecipeEntryWidget* RecipeEntry); // 0x22ad670 [Final Native Protected]
    void UpdateCraftItemCount(int32 InCount); // 0x22adcf0 [Final Native Public]
    void UpdateAvailableResources(bool bIsShowNeedAmount, const TArray<void>& InPrice); // 0x22ae130 [Final Native Public]
    void UnhoverRecipeEntry(URecipeEntryWidget* RecipeEntryWidget); // 0x22acec0 [Final Native Protected]
    bool TryToCraftItem(int32 ItemsCount); // 0x22adf50 [Final Native Public]
    void SwitchToSkills(); // 0x22ad800 [Final Native Protected]
    void SelectRecipeEntry(URecipeEntryWidget* RecipeEntryWidget); // 0x22ad080 [Final Native Protected]
    void RequestSpawnPickupableItem(const FVector& InSpawnLocation, int32 Count); // 0x22adde0 [Final Native Public]
    void RemoveOneItemCount(); // 0x22adbb0 [Final Native Public]
    void OpenResourceInfoFirstIndex(); // 0x22ac8d0 [Final Native Protected]
    void OnWindowChanged(UAHBaseUserWidget* InWidget); // 0x274f500 [Event Protected]
    void OnWeaponSlotUpgraded(); // 0x274f500 [Event Public]
    void OnUpdateCurrentCountEvent(int32 OutCount, const ECraftResult& CanCraftResult); // 0x274f500 [Event Protected]
    bool OnTryToConsumeResources(int32 InItemsCount); // 0x22ae040 [Final Native Public]
    void OnTabChangedEvent(const ECraftWindowTab& InCraftWindowTab); // 0x274f500 [Event Public]
    void OnShowOpenWorldMapEvent(bool bIsVisible); // 0x274f500 [Event Public]
    void OnShowMoreButtonPressed(); // 0x22adb90 [Final Native Public]
    void OnSelectButtonPressed(); // 0x22adb20 [Final Native Public]
    void OnResourceHelpButtonUnhovered(); // 0x22ac860 [Final Native Protected]
    void OnResourceHelpButtonHovered(); // 0x22ac890 [Final Native Protected]
    void OnResourceButtonClicked(UCraftItemRequirements* CraftItemRequirementsWidget, int32 ButtonIndex); // 0x22ac8f0 [Final Native Protected]
    void OnRecipeUnhovered(URecipeEntryWidget* RecipeEntryWidget); // 0x274f500 [Event Protected]
    void OnRecipeSelected(URecipeEntryWidget* RecipeEntryWidget, bool bIsWeapon); // 0x274f500 [Event Protected]
    void OnRecipeHovered(URecipeEntryWidget* RecipeEntryWidget); // 0x274f500 [Event Protected]
    void OnRecipeAdded(URecipeEntryWidget* RecipeEntryWidget); // 0x274f500 [Event Protected]
    void OnPickupableItemSpawnedEvent(AAHPickupableItem* SpawnedItem); // 0x274f500 [Event Protected]
    void OnNavigateRecipe(URecipeEntryWidget* RecipeEntry); // 0x274f500 [Event Protected]
    void OnItemMovedToAnotherInventory(); // 0x274f500 [Event Public]
    void OnInventoryItemHovered(UBaseInventoryWidget* TargetInventory); // 0x22ac780 [Final Native Protected]
    void OnInspectModeChanged(); // 0x274f500 [Event Protected]
    void OnHeadButtonHoveredEvent(UNavigationMenuWidget* Button); // 0x274f500 [Event Protected]
    void OnHeadButtonClickedEvent(); // 0x274f500 [Event Protected]
    void OnCreateButtonReleased(); // 0x22ada00 [Final Native Public]
    void OnCreateButtonPressed(); // 0x22ada70 [Final Native Public]
    void OnCraftItemWindowClosed(); // 0x274f500 [Event Protected]
    void OnChangeTab(const ECraftWindowTab& InCraftWindowTab); // 0x22ae2f0 [Final Native Public]
    void OnChangedRecipesCategory(); // 0x21e9720 [Native Event Protected]
    void OnChangedDisassembleCategoryEvent(const EDisassembleTab& DisassembleTab); // 0x274f500 [Event Protected]
    void MoveItemToAnotherInventoryByClick(UBaseInventoryWidget* TargetInventory); // 0x22ac6b0 [Final Native Protected]
    void MoveCurrentItemToAnotherInventory(); // 0x22ad9e0 [Final Native Public]
    void InitNavPanel(); // 0x22aca90 [Final Native Protected]
    void HoverRecipeEntry(URecipeEntryWidget* RecipeEntryWidget); // 0x22acfa0 [Final Native Protected]
    URecipeEntryWidget* GetRecipeWidget(UDA_ItemBase* InItemData); // 0x22ac330 [Final Native Protected]
    void FillTabWithPlayerWeapons(); // 0x22ae2d0 [Final Native Public]
    void ExitTutorial(); // 0x274f500 [Event Public]
    void DisassembleItemButtonReleased(); // 0x22ad870 [Final Native Public]
    void DisassembleItemButtonPressed(); // 0x22ad960 [Final Native Public]
    void CloseCraftItemWindow(); // 0x22adb00 [Final Native Public]
    void ChangeTabByIndex(int32 InIndex, bool bIsFromNavPanel); // 0x22acd70 [Final Native Protected]
    void ChangeRecipeCategoryByIndex(int32 InIndex, bool bIsFromNavPanel); // 0x22acc10 [Final Native Protected]
    void ChangeInspectMode(bool IsActivateInspectMode); // 0x22ad560 [Final Native Protected]
    void ChangeDisassembleCategoryByIndex(int32 InIndex, bool bIsFromNavPanel); // 0x22acab0 [Final Native Protected]
    void AutosortInventoryItems(); // 0x22ac630 [Final Native Protected]
    void AddRecipesByItem(const TArray<ECraftResult>& ItemsToCraft, const ECraftResult& InCraftResult, const ECraftWindowTab& InRecipeType); // 0x22ae3c0 [Final Native Public]
    void AddOneCraftItemCount(); // 0x22adbd0 [Final Native Public]
    void AddCraftItemCount(int32 InDelta); // 0x22adbf0 [Final Native Public]
    void ActivateItemInspectMode(); // 0x22ada90 [Final Native Public]

// UCraftWindowNotificationsWidget (/Script/AtomicHeart.CraftWindowNotificationsWidget)
    void OnStartCraftAnimationEvent(FCraftNotifyData& InCraftNotifyData, bool bFirstTime); // 0x274f500 [Event Protected]
    void OnFinishCraftAnimation(); // 0x22af570 [Final Native Protected]
    void OnFinishAnimationsQueue(); // 0x274f500 [Event Protected]
    void OnClearCraftedItemsNotifiers(); // 0x274f500 [Event Protected]
    void ClearCraftedItemsNotifiers(); // 0x22af590 [Final Native Public]

// UCrosshairWidget (/Script/AtomicHeart.CrosshairWidget)
    void OnStopAimEvent(); // 0x274f500 [Event Protected]
    void OnStartAimEvent(); // 0x274f500 [Event Protected]
    void OnKillRegistered(AAHBaseCharacter* DamagedCharacter); // 0x274f500 [Event Protected]
    void OnInteractedEvent(); // 0x274f500 [Event Protected]
    void OnHitRegistered(AAHBaseCharacter* DamagedCharacter); // 0x274f500 [Event Protected]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x22af8a0 [Final Native Private]
    void OnActionsAreChanged(); // 0x274f500 [Event Protected]
    void OnActionIsRemoved(const EInteractiveObjectType& Type, UPanelWidget* InPanel); // 0x274f500 [Event Protected]
    void OnActionIsAdded(const EInteractiveObjectType& Type, UPanelWidget* InPanel); // 0x274f500 [Event Protected]
    void HitCrosshair(); // 0x22afb90 [Final Native Public]
    UObject* GetInteractionPayload(); // 0x22afa60 [Final Native Protected]
    void DamageAvoidedCrosshairDLC3(); // 0x22afa90 [Final Native Public]
    void DamageAvoidedCrosshair(); // 0x22afb10 [Final Native Public]
    ESlateVisibility CheckHiddenWhenAimingVisibility(); // 0x22af9c0 [Final Native Protected]

// UCursorWidget (/Script/AtomicHeart.CursorWidget)
    void UpdateCursorSize(float InSize); // 0x22b01a0 [Native Event Public]
    void SetCustomVisibility(bool bShow); // 0x22a7450 [Native Event Public]

// UCustomTargetComponent (/Script/AtomicHeart.CustomTargetComponent)
    void UnregisterCustomTargetActor(); // 0x22b0450 [Final Native Protected]
    void RegisterCustomTargetActor(); // 0x22b0560 [Final Native Protected]
    TArray<void> GetCustomTargetLocations(); // 0x22b05f0 [Final Native Public]

// UCutsceneAbility (/Script/AtomicHeart.CutsceneAbility)
    void SetIsScriptedWithSettings(AAHBaseCharacter* InCharacter, bool bInIsScripted, FCutsceneScriptedSettings& InSettings); // 0x22b0970 [Final Native Static Public]

// UCutSceneSubsystem (/Script/AtomicHeart.CutSceneSubsystem)
    void PlayMediaFromSequencer(ULevelSequenceDirector* LevelSequenceDirector, UMediaPlayer* MediaPlayer, UMediaSource* MediaSource); // 0x22b0ce0 [Final Native Public]
    void PlayCutSceneWithActor(const TSubclassOf<AAHLevelSequenceActor>& InCutSceneActor, const AAHLevelSequenceActor*& OutActor); // 0x22b1030 [Final Native Public]
    void PlayCutScene(ULevelSequence* InLevelSequence, const FMovieSceneSequencePlaybackSettings& InSettings, const AAHLevelSequenceActor*& OutActor); // 0x22b11b0 [Final Native Public]

// UDA_AudioBankLoaderSubsystem (/Script/AtomicHeart.DA_AudioBankLoaderSubsystem)
    void SetBanks(UObject* Asset, UAkAudioBank* BankToSet); // 0x22ba150 [Final Native Public]
    void FillArrays(); // 0x22ba400 [Final Native Public]

// UDA_BoostInfo (/Script/AtomicHeart.DA_BoostInfo)
    FText GetBoostDescription(FGameplayTag& InTag); // 0x22bb1e0 [Final Native Public]

// UDA_Cassette (/Script/AtomicHeart.DA_Cassette)
    bool HasGameplayEffect(const TSubclassOf<UAHGameplayEffect>& InGameplayEffect); // 0x22bcfc0 [Final Native Public]
    UDA_HitSettings* GetHitSettings(); // 0x22bcf80 [Final Native Public]

// UCassetteConsumptionExecuter (/Script/AtomicHeart.CassetteConsumptionExecuter)
    bool TryToGetConsumption(UDA_ItemBaseWeapon* InWeaponDataAsset, UDA_ItemCassette* InCassetteDataAsset, const float& OutConsumption); // 0x22bd550 [Final Native Public]
    float GetValue(UDA_ItemBaseWeapon* InWeaponDataAsset, UDA_ItemCassette* InCassetteDataAsset); // 0x22bd3e0 [Native Event Protected]
    bool CheckConditions(UDA_ItemBaseWeapon* InWeaponDataAsset, UDA_ItemCassette* InCassetteDataAsset); // 0x154f4d0 [Native Event Protected]

// UDA_CassettesSettings (/Script/AtomicHeart.DA_CassettesSettings)
    float GetConsumption(UDA_ItemBaseWeapon* InWeaponDataAsset, UDA_ItemCassette* InCassetteDataAsset); // 0x22bd820 [Final Native Public]

// UDA_CorrosionAICharacterData (/Script/AtomicHeart.DA_CorrosionAICharacterData)
    void CopySectionAndBoneNamesFromBurning(); // 0xf824b0 [Final Native Protected]

// UDA_DeathMovieSettings (/Script/AtomicHeart.DA_DeathMovieSettings)
    FDeathMovieData GetAppropriateDeathMovie(AAHBaseCharacter* Victim, float TimeInterval, FHitParameters& HitParameters); // 0x22c1220 [Final Native Public]
    FDeathMovieData FindDeathMovie(FDeathMovieId& BestMatchId); // 0x22c1100 [Final Native Protected]

// UDA_DismembermentSettings (/Script/AtomicHeart.DA_DismembermentSettings)
    UPhysicsAsset* GetPhysAsset(FGameplayTagContainer& DismemberedLimbsTags, bool bTopPart); // 0x22c1b10 [Final Native Public]

// UDA_FightStagingAssetsOld (/Script/AtomicHeart.DA_FightStagingAssetsOld)
    void OnAssetsLoaded(); // 0x22c3ca0 [Final Native Private]

// UDA_GameSettingsConfig (/Script/AtomicHeart.DA_GameSettingsConfig)
    void SetValueInt(const FString& SettingId, int32 Value); // 0x22c6000 [Final Native Public]
    void SetValueInputKey(const FString& SettingId, FKey& Value); // 0x22c5c10 [Final Native Public]
    void SetValueFloat(const FString& SettingId, float Value); // 0x22c5df0 [Final Native Public]
    void SetOption(const FString& SettingId, int32 OptionIndex); // 0x22c6eb0 [Final Native Public]
    void GetValueInt(const FString& SettingId, const int32& OutValue); // 0x22c6700 [Final Native Public]
    void GetValueInputKey(const FString& SettingId, const FString& OutValue); // 0x22c6410 [Final Native Public]
    void GetValueFloat(const FString& SettingId, const float& OutValue); // 0x22c6590 [Final Native Public]
    void GetSettingInfo(const FString& SettingId, const bool& bOutIsOptionSelect, const EGameSettingsValueType& OutValueType, FText& OutTitle, FText& OutDescription, const bool& bOutSuccess); // 0x22c7330 [Final Native Public]
    TArray<void> GetSettingIds(); // 0x22c5740 [Final Native Public]
    void GetRequiresRestart(const FString& SettingId, const bool& OutValue); // 0x22c5a60 [Final Native Public]
    void GetRangeInt(const FString& SettingId, const int32& OutMin, const int32& OutMax, const int32& OutStep); // 0x22c6bb0 [Final Native Public]
    void GetRangeFloat(const FString& SettingId, const float& OutMin, const float& OutMax, const float& OutStep); // 0x22c68b0 [Final Native Public]
    void GetOptions(const FString& SettingId, const TArray<int32>& OutOptions, const int32& OutOptionIndex); // 0x22c7090 [Final Native Public]
    void GetIsAvailable(const FString& SettingId, const bool& OutValue); // 0x22c58b0 [Final Native Public]
    FKey GetInputKeyByID(const FString& SettingId); // 0x22c6200 [Final Native Public]

// UDA_InventoryItemOverview (/Script/AtomicHeart.DA_InventoryItemOverview)
    void SetCustomValues(const FGameplayTag& ItemTag, const FInspectItem& NewVisualData); // 0x22cad30 [Final Native Public]

// UDA_MusicPlaylistInfo (/Script/AtomicHeart.DA_MusicPlaylistInfo)
    TArray<void> GetPlaylistByName(const FString& PlaylistName); // 0x22cd840 [Final Native Private]

// UDA_Skill (/Script/AtomicHeart.DA_Skill)
    void SetSkillGridPosition(int32 GridPosition); // 0x22d5e90 [Final Native Public]
    bool GivesSpecialAbility(); // 0x22d5f90 [Final Native Public]
    UDA_Skill* FindSkillToBeOwned(int32 InLevel); // 0x22d5da0 [Final Native Public]
    bool CanBeSpecialSelected(); // 0x22d5f50 [Final Native Public]

// UDA_SkillScalarMultiplier (/Script/AtomicHeart.DA_SkillScalarMultiplier)
    void SetMultiplierValue(float NewValue); // 0x22d60f0 [Final Native Public]

// UDA_UpgradesTexts (/Script/AtomicHeart.DA_UpgradesTexts)
    FText GetUpgradeText(FGameplayTag& InTag); // 0x22db0a0 [Final Native Public]

// UWeaponUpgradeData (/Script/AtomicHeart.WeaponUpgradeData)
    bool HasCassetteModification(); // 0x22ddad0 [Final Native Public]

// UDamageableMaterialComponent (/Script/AtomicHeart.DamageableMaterialComponent)
    void RegisterVisualDamageViaDamageEventsSubsystem(AAHBaseCharacter* TargetCharacter, const EVisualDamageShapeType& Type, const EBulletMaterialDamageType& MaterialImpact, const FVector& Point, float Radius, float Power, float FlameHeight); // 0x22e0a70 [Final Native Static Public]
    void RegisterVisualDamage(AAHBaseCharacter* TargetCharacter, const EVisualDamageShapeType& Type, const EBulletMaterialDamageType& MaterialImpact, const FVector& Point, float Radius, float Power, float FlameHeight); // 0x228bc50 [Final Native Static Public]
    void RegisterDamage(FVisualDamageHitInfo& Hit, const ESkeletalMeshType& MeshType); // 0x22e08b0 [Final Native Public]
    void OnSecondaryMeshDestroyed(); // 0x22e06e0 [Final Native Public]
    void OnMaterialDestroyed(int32 SlotIndex); // 0x22e0710 [Final Native Public]
    void OnMaterialCreated(int32 SlotIndex); // 0x22e07e0 [Final Native Public]

// ADamageableMaterialDevActor (/Script/AtomicHeart.DamageableMaterialDevActor)
    void OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x22e10c0 [Final Native Protected]

// UDamageHistoryCondition (/Script/AtomicHeart.DamageHistoryCondition)
    void OnCharacterEventDelegate(FAHCharacterEvent& InEvent); // 0x22e19c0 [Final Native Public]

// UDamageTypes (/Script/AtomicHeart.DamageTypes)
    FGameplayTagContainer GetSuicide(); // 0x22e1e70 [Final Native Static Public]
    FGameplayTagContainer GetStealthKill(); // 0x22e1ef0 [Final Native Static Public]
    FGameplayTagContainer GetMeleeQTE(); // 0x22e1f30 [Final Native Static Public]
    FGameplayTagContainer GetMelee(); // 0x22e1fb0 [Final Native Static Public]
    FGameplayTagContainer GetFinisher(); // 0x22e1eb0 [Final Native Static Public]

// UDeathAbility (/Script/AtomicHeart.DeathAbility)
    void OnMontageDurationFinished(); // 0xf9c820 [Final Native Private]

// UDebugMenuButton (/Script/AtomicHeart.DebugMenuButton)
    void SetIsButtonActive(bool bInIsButtonActive); // 0x22e3b50 [Final Native Public]
    bool GetIsButtonActive(); // 0x22e3c30 [Final Native Public]
    void BroadcastUpdateActiveStateEvent(); // 0x22e3ae0 [Final Native Protected]
    void BroadcastOnClickedEvent(); // 0x22e3b20 [Final Native Protected]

// UDebugMenuWidget (/Script/AtomicHeart.DebugMenuWidget)
    void ShowDebugMenu(); // 0xf824b0 [Final Native Public]
    void OnShow_K2(); // 0x274f500 [Event Public]
    void OnHide_K2(); // 0x274f500 [Event Public]
    void InitializeMenuTabs(UWidgetSwitcher* WidgetSwitcher); // 0xec5570 [Final Native Public]
    void HideDebugMenu(); // 0xf824b0 [Final Native Public]

// UDebugSkillSelectorWidget (/Script/AtomicHeart.DebugSkillSelectorWidget)
    void RebindPlayerSpecialAbility(const ECharacterAbilities& AbilityType, int32 AbilitySlotNumber); // 0x22e4230 [Final Native Public]
    ECharacterAbilities GetPlayerSpecialAbilityTypeBindedTo(int32 AbilitySlotNumber); // 0x22e4160 [Final Native Public]
    TArray<void> GetAvailableSpecialAbilities(); // 0x2203070 [Final Native Public]
    void FindLearnedSpecialAbilitySkills(); // 0xf824b0 [Final Native Public]

// UDebugSubsystem (/Script/AtomicHeart.DebugSubsystem)
    void WinQTE(); // 0xf824b0 [Final Native Public]
    void UpgradeCurrentWeapon(); // 0xf824b0 [Final Native Public]
    void UnlockSkill(const FName& SkillDataAssetName); // 0x22e6bc0 [Final Native Public]
    void UnlockDlc(); // 0xf824b0 [Final Native Public]
    void UnlockAllSkills(); // 0xf824b0 [Final Native Public]
    void UnloadAudioBank(const FString& AudioBankName); // 0x22e49a0 [Final Native Public]
    void UnloadAllAudioBanks(); // 0x22e4980 [Final Native Public]
    void TurnOffWeatherPostEffects(); // 0xf824b0 [Final Native Public]
    void Turbo(); // 0xf824b0 [Final Native Public]
    void ToggleWwiseSuspend(); // 0xf824b0 [Final Native Public]
    void ToggleViewportDraw(); // 0xf824b0 [Final Native Public]
    void ToggleSpectator(); // 0xf824b0 [Final Native Public]
    void ToggleSoundOcclusionByVisibility(); // 0xf824b0 [Final Native Public]
    void ToggleSoundOcclusion(); // 0xf824b0 [Final Native Public]
    void ToggleSoftObjectPointersDebug(); // 0xf824b0 [Final Native Public]
    void ToggleSimulation(); // 0xf824b0 [Final Native Public]
    void ToggleSignificanceSubsystem(); // 0xf824b0 [Final Native Public]
    void ToggleShowDebugManagerInfo(); // 0xf824b0 [Final Native Public]
    void ToggleSaveExtensionDebug(); // 0xf824b0 [Final Native Public]
    void TogglePluginsDisplay(); // 0x22e4ae0 [Final Native Public]
    void ToggleNoRecipesRequires(); // 0xf824b0 [Final Native Public]
    void ToggleNewGamePlus(); // 0xf824b0 [Final Native Static Public]
    void ToggleMute(); // 0xf824b0 [Final Native Public]
    void ToggleModulesDisplay(); // 0x22e4b00 [Final Native Public]
    void ToggleInputDebug(); // 0xf824b0 [Final Native Public]
    void ToggleInfiniteAmmo(); // 0xf824b0 [Final Native Public]
    void ToggleGameFinished(); // 0xf824b0 [Final Native Static Public]
    void ToggleFreeResources(); // 0xf824b0 [Final Native Public]
    void ToggleEditorReferencesIgnore(); // 0xf824b0 [Final Native Public]
    void ToggleEcoSystemSubsystem(); // 0xf824b0 [Final Native Public]
    void ToggleDebugMenu(); // 0xf824b0 [Final Native Public]
    void ToggleDebugDeadBodyLimit(); // 0x22e4ea0 [Final Native Public]
    void ToggleDebugAnimatedSpawner(); // 0xf824b0 [Final Native Public]
    void ToggleDebugActorsTrackingSubsystemEnabled(); // 0x22e4e70 [Final Native Public]
    void ToggleCinematicMode(); // 0xf824b0 [Final Native Public]
    void ToggleAutoClimbing(); // 0xf824b0 [Final Native Public]
    void ToggleAsyncPathTesting3D(); // 0x22e4ed0 [Final Native Public]
    void ToggleAsyncPathTesting2D(); // 0x22e4fd0 [Final Native Public]
    void ToggleAICharacterDebugSelectionMode(); // 0x22e5f00 [Final Native Public]
    void Toggle3DHUDProcessing(); // 0xf824b0 [Final Native Public]
    void TeleportPlayerForwardUp(); // 0xf824b0 [Final Native Public]
    void TeleportPlayerBackwardDown(); // 0xf824b0 [Final Native Public]
    void StreamingStat(const EDebugMode& InDebugMode); // 0x22e6700 [Final Native Public]
    void SetVoiceVolume(float Volume); // 0x22d60f0 [Final Native Public]
    void SetUseShootingSounds(bool bInEnabled); // 0x22e5f30 [Final Native Public]
    void SetSprintMultiplier(float InMult); // 0x22e69f0 [Final Native Static Public]
    void SetSpawnOfShootingShellsEnabled(bool bInEnabled); // 0x22e6250 [Final Native Public]
    void SetShowShootingFlashEnabled(bool bInEnabled); // 0x22e60c0 [Final Native Public]
    void SetScanType(int32 ScanType); // 0x22e6560 [Final Native Public]
    void SetOcclusionEnabled(bool bEnabled); // 0x2285b30 [Final Native Public]
    void SetObjectsSignificance(int32 SignificanceLevel); // 0x22d5e90 [Final Native Public]
    void SetMusicVolume(float Volume); // 0x22d60f0 [Final Native Public]
    void SetInstantPuzzleResolve(bool bInInstantPuzzleResolve); // 0x2285b30 [Final Native Public]
    void SetImpactFXSpawnerEnabled(bool bInEnabled); // 0x22e63e0 [Final Native Public]
    void SetEffectsVolume(float Volume); // 0x22d60f0 [Final Native Public]
    void SetDamageCapturerEnabled(bool bIsEnabled); // 0x22e4c60 [Final Native Public]
    void SetCurrentCulture(const FName& CultureName); // 0x22e67d0 [Final Native Public]
    void SetCharactersSignificance(int32 SignificanceLevel); // 0x22d5e90 [Final Native Public]
    void SEMultithreadedSerialization(int32 Mode); // 0x22e5a50 [Final Native Public]
    void SEMultithreadedFiles(int32 Mode); // 0x22e5930 [Final Native Public]
    void SEMaxFrameMs(float InMaxFrameMs); // 0x22e56e0 [Final Native Public]
    void SelectCharacterForFSDebug(); // 0xf824b0 [Final Native Public]
    void SEFrameSplittedSerialization(int32 Mode); // 0x22e5810 [Final Native Public]
    void SaveSession(); // 0xf824b0 [Final Native Public]
    void SaveGameToDebugSlot(); // 0xf824b0 [Final Native Public]
    void ResetObjectsSignificance(); // 0xf824b0 [Final Native Public]
    void ResetGlobalTimeDilation(); // 0xf824b0 [Final Native Public]
    void ResetCharactersSignificance(); // 0xf824b0 [Final Native Public]
    void RemoveDlc(); // 0xf824b0 [Final Native Public]
    void RemoveAllWidgets(); // 0xf824b0 [Final Native Public]
    void RememberPersistentActors(); // 0xf824b0 [Final Native Public]
    void PurgeInvalidAlmostImmortalObjects(); // 0x22e6ce0 [Final Native Public]
    void PromoteAllActiveQuests(); // 0xf824b0 [Final Native Public]
    void PrintStreamableAssets(); // 0xf824b0 [Final Native Static Public]
    void PrintPersistentActors(); // 0xf824b0 [Final Native Public]
    void PrintObjectsByLifeTime(); // 0x22e6ea0 [Final Native Public]
    void PrintLoadScreenOverrideConsoleVariables(); // 0xf824b0 [Final Native Public]
    void PrintLoadedBanks(); // 0xf824b0 [Final Native Static Public]
    void PrintClusters(); // 0x22e6ec0 [Final Native Public]
    void PrintAsyncObjects(); // 0x22e6ca0 [Final Native Static Public]
    void PrintAlmostImmortalObjects(); // 0x22e6d20 [Final Native Public]
    void OnHalfDelayTimerComplete(); // 0x22e4780 [Final Native Private]
    void OnDebugCharacterEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x22e45c0 [Final Native Private]
    void MeleeCollision(const EDebugMode& InDebugMode); // 0x22e5e50 [Final Native Public]
    void MakeNoiseFromSelectedActor(float NoiseRadius); // 0x22e5d80 [Final Native Public]
    void MakeBugItGoShot(); // 0xf824b0 [Final Native Public]
    void LoadKeys(); // 0xf824b0 [Final Native Static Public]
    void LoadGameFromDebugSlot(); // 0xf824b0 [Final Native Public]
    void LoadAudioBank(const FString& AudioBankName); // 0x22e4840 [Final Native Public]
    void InstantLockUnlock(); // 0xf824b0 [Final Native Public]
    void IncreaseGlobalTimeDilation(); // 0xf824b0 [Final Native Public]
    void HideHUD(); // 0xf824b0 [Final Native Public]
    bool GetIsInGodMode_K2(); // 0x22e6ff0 [Final Native Public]
    void ForgetPersistentActors(); // 0xf824b0 [Final Native Public]
    void ForceGC(); // 0xf824b0 [Final Native Public]
    void FightStaging(const EDebugMode& InDebugMode); // 0x22e5e50 [Final Native Public]
    void ExtractUpgradesFromCurrentWeapon(); // 0xf824b0 [Final Native Public]
    void ExecutePerformanceReport(); // 0x22e4be0 [Final Native Public]
    void ExecuteNextPerformanceAction(); // 0x22e47a0 [Final Native Private]
    void EnableSaveExtension(); // 0x22e55a0 [Final Native Public]
    void EnableSaveDump(int32 LevelSize, int32 ActorSize); // 0x22e5200 [Final Native Public]
    void EnableDebugPlayerStatus(const FName& PlayerStatusName); // 0x22e6b00 [Final Native Public]
    void EnableDebugCategory(const FName& CategoryName); // 0x22e6b00 [Final Native Public]
    void DumpSignificanceObjects(); // 0xf824b0 [Final Native Public]
    void DumpSavesToFiles(); // 0x22e47f0 [Final Native Public]
    void DumpSaveDataSize(); // 0x22e4820 [Final Native Public]
    void DropCurrentEquipableItem(); // 0xf824b0 [Final Native Public]
    void DissolveAllClusters(bool bForce); // 0x22e4da0 [Final Native Public]
    void DisableSaveExtension(); // 0x22e5470 [Final Native Public]
    void DisableSaveDump(); // 0x22e50d0 [Final Native Public]
    void DisableDebugPlayerStatus(); // 0xf824b0 [Final Native Public]
    void DisableDebugCategory(const FName& CategoryName); // 0x22e6b00 [Final Native Public]
    void DecreaseGlobalTimeDilation(); // 0xf824b0 [Final Native Public]
    void CreateOrShowHUD(); // 0x22e6950 [Final Native Public]
    void ConsumeSavesFromFiles(); // 0x22e47c0 [Final Native Public]
    void CompleteAllActiveQuests(); // 0xf824b0 [Final Native Public]
    void CloseDebugMenu(); // 0x22e7070 [Final Native Public]
    void CacheAlmostImmortalObjects(); // 0x22e6d40 [Final Native Public]
    void ApplyDamageToPlayer(float Damage); // 0x22e5b70 [Final Native Public]
    void ApplyCassetteToCurrentWeapon(); // 0xf824b0 [Final Native Public]
    void AINavigation(const EDebugMode& InDebugMode); // 0x22e5e50 [Final Native Public]
    void ActivatePlayerDebugInfo(); // 0xf824b0 [Final Native Public]

// UDebugTextWidget (/Script/AtomicHeart.DebugTextWidget)
    void SetMainTextBlock(URichTextBlock* RichTextBlock); // 0x22e8a70 [Final Native Public]
    void SetMainText(const FString& Text); // 0x22e88c0 [Final Native Public]

// UAHDebugTextWidget (/Script/AtomicHeart.AHDebugTextWidget)
    void SetText(FText& InDebugText); // 0x22e8e10 [Final Native Public]
    void SetStr(const FString& InDebugText); // 0x22e8ce0 [Final Native Public]

// UDebugUtils (/Script/AtomicHeart.DebugUtils)
    void ToggleWwiseSuspend(); // 0xf824b0 [Final Native Static Public]
    void ShowOrHideSublevelDescriptionForActor(AActor* InActor); // 0x22e9be0 [Final Native Static Public]
    void SetDebugBillboardSprite(AActor* Actor, const TSoftObjectPtr<UTexture2D>& Sprite); // 0x22e9880 [Final Native Static Public]
    void SetDebugBillboardRelativeTransform(AActor* Actor, const FTransform& RelativeTransform); // 0x22e9a50 [Final Native Static Public]
    void SetDebugBillboardHidden(AActor* Actor, bool bNewHidden); // 0x165ec30 [Final Native Static Public]
    bool IsVisualLoggerRecording(); // 0x10b1e60 [Final Native Static Public]
    bool IsDevelopmentMode(); // 0x10b1e60 [Final Native Static Public]
    void GetSignificanceColorRichTextAttr(const ESignificanceLevel& SignificanceLevel, const FString& SignificanceColorAttr); // 0x22ea400 [Final Native Static Public]
    void GetSceneComponentHierarchyString(USceneComponent* SceneComponent, const TArray<int32>& ProcessedSceneComponents, const int32& Depth, const FString& OutString); // 0x22ea890 [Final Native Static Public]
    void GetPositionAboveActor(AActor* InActor, const FVector& OutPosition); // 0x22e9ca0 [Final Native Static Public]
    void GetActorDebugString(AActor* Actor, const FString& OutString); // 0x22ea5d0 [Final Native Static Public]
    void GetActorComponentDebugString(UActorComponent* ActorComponent, const FString& OutString); // 0x22ea730 [Final Native Static Public]
    void DrawWireSphereCappedCone(UWorld* World, FTransform& Transform, float ConeLength, float AngleWidth, float AngleHeight, int32 ConeSides, int32 CapSegments, const FLinearColor& Color, float Lifetime, uint8 DepthPriority, float Thickness); // 0x22ed990 [Final Native Static Public]
    void DrawWireCone(UWorld* World, const TArray<FTransform>& Verts, FTransform& Transform, float ConeLength, float ConeAngle, int32 ConeSides, const FLinearColor& Color, uint8 DepthPriority, float Thickness, float DepthBias, bool bScreenSpace); // 0x22ecc90 [Final Native Static Public]
    void DrawSkeletalMeshCollision(UWorld* World, USkeletalMeshComponent* CharacterSkeletalMeshComponent, const FColor& DrawColor, bool bPersistentLines, float Lifetime, uint8 DepthPriority, float Thickness, bool bVisLogOnly, UObject* LogOwner); // 0x22eb4f0 [Final Native Static Public]
    void DrawSkeletalBodySetup(UWorld* World, USkeletalBodySetup* SkeletalBodySetup, FTransform& BoneTransform, const FColor& DrawColor, bool bPersistentLines, float Lifetime, uint8 DepthPriority, float Thickness, bool bVisLogOnly, UObject* LogOwner); // 0x22eba10 [Final Native Static Public]
    void DrawPathFollowing(UWorld* World, AAHAIController* CachedAIController, float DeltaTime); // 0x22ec040 [Final Native Static Public]
    void DrawDebugSweptSphere(UWorld* InWorld, const FVector& Start, const FVector& End, float Radius, const FColor& Color, bool bPersistentLines, float Lifetime, uint8 DepthPriority); // 0x22ee000 [Final Native Static Public]
    void DrawDebugSphereTraceSingle(UWorld* World, const FVector& Start, const FVector& End, float Radius, uint8 DrawDebugType, bool bHit, FHitResult& OutHit, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime, bool bShowDetailedInfo); // 0x22ee970 [Final Native Static Public]
    void DrawDebugSphereTraceMulti(UWorld* World, const FVector& Start, const FVector& End, float Radius, uint8 DrawDebugType, bool bHit, const TArray<FLinearColor>& OutHits, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime, bool bShowDetailedInfo); // 0x22ee400 [Final Native Static Public]
    void DrawDebugLineTraceSingle(UWorld* World, const FVector& Start, const FVector& End, FHitResult& HitResult, const FColor& TraceColor, const FColor& TraceHitColor, bool bPersistentLines, float Lifetime, float Thickness, bool bShowDetailedInfo); // 0x22f0640 [Final Native Static Public]
    void DrawDebugLineTraceMulti(UWorld* World, const FVector& Start, const FVector& End, const TArray<FColor>& HitResults, const FColor& TraceColor, const FColor& TraceHitColor, bool bPersistentLines, float Lifetime, float Thickness, bool bShowDetailedInfo); // 0x22f0170 [Final Native Static Public]
    void DrawDebugCone(UWorld* InWorld, const FVector& Origin, const FVector& Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, const FColor& DrawColor, bool bPersistentLines, float Lifetime, uint8 DepthPriority, float Thickness); // 0x22ed2d0 [Final Native Static Public]
    void DrawDebugCapsuleTraceSingle(UWorld* World, const FVector& Start, const FVector& End, float Radius, float HalfHeight, uint8 DrawDebugType, bool bHit, FHitResult& OutHit, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime, float Thickness); // 0x22efb40 [Final Native Static Public]
    void DrawDebugCapsuleTraceMulti(UWorld* World, const FVector& Start, const FVector& End, float Radius, float HalfHeight, uint8 DrawDebugType, bool bHit, const TArray<FLinearColor>& OutHits, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime, float Thickness); // 0x22ef550 [Final Native Static Public]
    void DrawDebugBoxTrace(UWorld* World, const FVector& Start, const FVector& End, const FVector& Extent, FQuat& Rot, uint8 DrawDebugType, bool bHit, const TArray<FColor>& Hits, const FColor& TraceColor, const FColor& TraceHitColor, bool bPersistentLines, float Lifetime, float Thickness); // 0x22eef20 [Final Native Static Public]
    void DrawDebugArc(UObject* WorldContextObject, const FVector& Base, const FVector& X, const FVector& Y, float MinAngle, float MaxAngle, float Radius, int32 Sections, const FLinearColor& Color, float Lifetime, float Thickness); // 0x22ec6c0 [Final Native Static Public]
    void DrawDebug2DDonut(UObject* WorldContextObject, const FMatrix& TransformMatrix, float InnerRadius, float OuterRadius, const FLinearColor& LineColor, int32 NumSegments, bool bPersistentLines, float Lifetime, float Thickness); // 0x22ec210 [Final Native Static Public]
    void DrawCapsuleComponent(UCapsuleComponent* CapsuleComponent, const FColor& Color, bool bPersistentLines, float Lifetime, uint8 DepthPriority, float Thickness); // 0x22eab30 [Final Native Static Public]
    void DrawAxis(UWorld* World, const FVector& Location, const FRotator& Rotation, float ArrowsLength, float ArrowsSize, bool bPersistentLines, float Lifetime, uint8 DepthPriority, float ArrowsThickness, const FColor& XColor, const FColor& YColor, const FColor& ZColor); // 0x22eae80 [Final Native Static Public]
    void DebugDrawTrajectory(UWorld* World, const TArray<float>& PointsArray, float Lifetime, const FColor& FirstColor, const FColor& SecondColor, float Thickness); // 0x22e9ea0 [Final Native Static Public]
    void DebugDrawPerceptionSight(UWorld* World, AAHAICharacter* AICharacter, float DeltaTime, const FColor& Color); // 0x22ea1a0 [Final Native Static Public]

// UDetectionZoneComponent (/Script/AtomicHeart.DetectionZoneComponent)
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x22f1410 [Native Public]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x22f1690 [Native Public]

// UDialogAbility (/Script/AtomicHeart.DialogAbility)
    void SetCurrentDialogComponent(UDialogueCharacterComponent* InCurrentDialogComponent); // 0x22f2070 [Final Native Public]
    void ResetCurrentDialogComponent(); // 0x22f2030 [Final Native Public]
    void OnSectionEnded(const FName& SectionName); // 0x22f1f30 [Final Native Private]
    void OnDialogEnded(const FDialogueNode& Node); // 0x22f1b00 [Final Native Private]

// UDialogueCharacterComponent (/Script/AtomicHeart.DialogueCharacterComponent)
    bool TryStartDialog(); // 0x22f4220 [Final Native Public]
    void TryStartCraftMachineDialog(); // 0x22f4250 [Final Native Public]
    void StopDialog(); // 0x22f41d0 [Final Native Public]
    void StartSequence(const FString& Marker); // 0x22f4270 [Final Native Public]
    void SetCanSkipDialogPart(bool bInCanSkipDialogPart); // 0x22f3990 [Final Native Public]
    void SetCanForceEnd(bool bInCanForceEnd); // 0x22f3f90 [Final Native Public]
    void SetCanBeCancelled(bool bInCanBeCancelled); // 0x22f3e60 [Final Native Public]
    void OnSkipDialogReleased(); // 0x22f40c0 [Final Native Public]
    void OnSkipDialogPressed(); // 0x22f4130 [Final Native Public]
    void OnSkip(); // 0x22f36c0 [Final Native Private]
    void OnSequenceLooped(UAHLevelSequencePlayer* Sequence); // 0x22f43b0 [Final Native Public]
    void OnMoreInfo(FDialogueNode& Node); // 0x22f36e0 [Final Native Private]
    void JumpToNextSentence(); // 0x22f3900 [Final Native Public]
    void JumpToNextSelection(); // 0x22f3920 [Final Native Public]
    bool IsNodeVisited(const FName& UniqueId); // 0x22f3d50 [Final Native Public]
    bool IsCurrentSentenceVisited(FDialogueNode& Node); // 0x22f3ae0 [Final Native Public]
    UAHDialogueWidget* GetCurrentWidget(); // 0x22f3960 [Final Native Public]
    bool GetCanSkipDialog(); // 0x22f3940 [Final Native Public]
    void ForceEndDialog(); // 0x22f41b0 [Final Native Public]
    void AutoSelectResponse(); // 0x22f36a0 [Final Native Private]

// UHitDetectionComponent (/Script/AtomicHeart.HitDetectionComponent)
    void K2_OnHitDetected(FHitParameters& HitParameters); // 0x274f500 [Event Protected]

// UDismembermentComponent (/Script/AtomicHeart.DismembermentComponent)
    bool TryExplode(const FVector& ExplosionCenter, float ImpulseMagnitude); // 0x22f5bc0 [Final Native Public]
    bool TryDismemberLimb(const FGameplayTag& LimbTag, const FVector& ImpulseVector); // 0x22f5890 [Final Native Protected]
    void OnDeserializeDismemberment(AAHAICharacter* AICharacter); // 0x22f5690 [Final Native Private]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x22f5770 [Final Native Private]
    void K2_OnLimbDismembered(FGameplayTag& LimbTag, const FVector& Location, USkeletalMeshComponent* SpawnedMesh); // 0x274f500 [Event Protected]
    UAkAudioEvent* GetDismembermentSoundEvent(); // 0x22f5ad0 [Final Native Public]

// UDlcAssetSwitcher (/Script/AtomicHeart.DlcAssetSwitcher)
    bool SetDlcAssets(); // 0x22f6240 [Final Native Public]
    bool IsReady(); // 0x22f6290 [Final Native Public]
    bool IsLoadingComplete(); // 0x22f6270 [Final Native Public]
    TSoftObjectPtr<UTexture2D> GetDlcIcon(); // 0x22f61b0 [Final Native Public]
    TMap<FName, void> GetCurrentOverrides(); // 0x22f6210 [Final Native Public]

// UDodgeAbility (/Script/AtomicHeart.DodgeAbility)
    ESide GetDodgeSide(); // 0x22f6420 [Final Native Public]
    FVector GetDodgeDirection(); // 0x22f6440 [Final Native Public]

// UDodgeStatusWidget (/Script/AtomicHeart.DodgeStatusWidget)
    void K2_OnMaxDodgeChanged(float NewValue, float OldValue); // 0x274f500 [Event Protected]
    void K2_OnDodgeChanged(float NewValue, float OldValue); // 0x274f500 [Event Protected]

// ADominatorBullet (/Script/AtomicHeart.DominatorBullet)
    void SearchNewEnemy(); // 0x22f6730 [Final Native Protected]
    void OnTargetDied(); // 0x274f500 [Event Protected]

// UDoorCondition (/Script/AtomicHeart.DoorCondition)
    void OnDoorEvent(const EDoorState& DoorState); // 0x22f6a20 [Final Native Public]

// ADrofaCharacter (/Script/AtomicHeart.DrofaCharacter)
    void PullOutRailgun(); // 0x22f6cf0 [Final Native Public]
    void PullInRailgun(); // 0x22f6c90 [Final Native Public]
    bool GetRailgunPulledOut(); // 0x22f6c70 [Final Native Public]

// ADropBox (/Script/AtomicHeart.DropBox)
    void OnDrop(); // 0x274f500 [Event Public]

// AEcosystemAirSupport (/Script/AtomicHeart.EcosystemAirSupport)
    void StartMoving(const FVector& From, const FVector& To, float Speed, const FVector& LandingZone); // 0x274f500 [Event Public]

// AEcosystemAutoFactory (/Script/AtomicHeart.EcosystemAutoFactory)
    void RestoreAutoFactory(); // 0x22f8330 [Final Native Public]
    void OnThisFactoryRestored(); // 0x22115c0 [Native Event Public]
    void OnThisFactoryDestroyed(); // 0xe95340 [Native Event Public]
    void OnMainNodeDestroyed(AEcosystemNode* DestroyedNode); // 0x22f80b0 [Native Event Public]
    void OnInitTimerComplete(); // 0x22f8060 [Final Native Private]
    void OnFactoryAreaEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x22f7670 [Final Native Private]
    void OnFactoryAreaBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x22f7a30 [Final Native Private]
    void OnAlertStateIncreased(const EEcosystemAlertState& NewAlertState); // 0x22f8260 [Native Event Public]
    void OnAlertStateDecreased(const EEcosystemAlertState& NewAlertState); // 0x22f8190 [Native Event Public]
    bool GetIsPlayerInRange(); // 0x22f8080 [Final Native Public]
    void DisableAutoFactory(); // 0x22f8390 [Final Native Public]

// UEcoSystemComponent (/Script/AtomicHeart.EcoSystemComponent)
    void OnSynchronizedWithEcosystem(); // 0x274f500 [Event Public]
    void OnHitInstigatorSet(AAHAICharacter* AICharacter, APawn* InInstigator, bool bIsEnemySensed); // 0x22f8780 [Final Native Public]
    void OnDesynchronizedFromEcosystem(); // 0x274f500 [Event Public]
    void OnConnectionIndicatorUpdate(); // 0x22f8760 [Native Event Public]
    void OnConnectedToEcosystemEvent(AEcosystemRetranslator* Retranslator); // 0x22f8680 [Native Event Public]
    void OnAlertLevelChanged(const EEcosystemAlertState& AlertState, bool bIncreased); // 0x274f500 [Event Public]

// AEcosystemNode (/Script/AtomicHeart.EcosystemNode)
    void SetMaximumAlertStateCap(const EEcosystemAlertState& NewSatetCap); // 0x22f9ea0 [Final Native Public]
    void SetMaxAlertLevel(); // 0x22f9e70 [Final Native Public]
    void ResetAlertLevel(); // 0x22f9e40 [Final Native Public]
    void K2_OnRegionAlertLevelChanged(const EEcosystemAlertState& InAlertState, bool bIncreased); // 0x274f500 [Event Public]
    TArray<void> K2_GetEcosystemRetranslators(); // 0x22f9aa0 [Final Native Public]
    void InvokeEnemies(const FGameplayTagContainer& IgnoredCharactersFilter); // 0x22f9c90 [Final Native Public]
    AEcosystemRetranslator* GetRetranslatorWithPlayerInRange(); // 0x22f9a70 [Final Native Protected]
    EEcosystemAlertState GetCurrentAlertState(); // 0x22f9c70 [Final Native Public]
    AEcosystemAutoFactory* GetActiveFactoryCloseToTarget(const FVector& TargetLocation); // 0x22fa080 [Final Native Public]
    void DestroyThisNode(); // 0x22f9fd0 [Final Native Public]

// AEcosystemRetranslator (/Script/AtomicHeart.EcosystemRetranslator)
    void UpdateBlackboardFollowLocation(); // 0x22fad80 [Final Native Protected]
    void SwitchOffAndDisconnectAI(); // 0x22fadd0 [Final Native Public]
    void PlayFlyingAnimation(bool bReverse, bool bInstant); // 0x274f500 [Event Public]
    void OnTerminalSpawned(AActor* SpawnedChildActor); // 0x22fa720 [Final Native Private]
    void OnSwitchedOffAndDisconnected(bool bAfterLoad); // 0x14ab3b0 [Native Event Public]
    void OnPowerPlantSpawned(AActor* SpawnedChildActor); // 0x22fa8f0 [Final Native Private]
    void OnPowerPlantEvent(FAHCharacterEvent& Event); // 0x22fac40 [Final Native Private]
    void OnHiveSpawned(AActor* SpawnedChildActor); // 0x22fa550 [Final Native Private]
    void K2_OnAlertLevelChanged(const EEcosystemAlertState& InAlertState, bool bIncreased); // 0x274f500 [Event Public]
    bool IsPowerPlantAlive(); // 0x22fada0 [Final Native Public]
    bool GetIsPlayerInRange(); // 0x22fae30 [Final Native Public]
    AEcosystemNode* GetConnectedNode(); // 0x22faf20 [Final Native Public]
    TArray<void> GetConnectedCharacters(); // 0x22fae60 [Final Native Public]
    void DisconnectAllConnectedCharacters(); // 0x22fad60 [Final Native Protected]

// UEcoSystemSubsystem (/Script/AtomicHeart.EcoSystemSubsystem)
    void ResetAlert(); // 0x22fc1c0 [Final Native Public]
    FGuid RequestSpawnShmel(const FShmelSpawnInfo& SpawnInfo); // 0x22fc020 [Final Native Public]
    void RequestSpawnGroup(const FVector& Location); // 0x22fbe50 [Final Native Public]
    void PropagateAlertLevel(USlotInfo* SlotInfo); // 0x22fbd40 [Final Native Private]
    void OnRequestedObserverReady(AAHAICharacter* Character, UObject* Requester, const FGuid& RequestGuid); // 0x22fb950 [Final Native Private]
    void OnRequestedCharacterReady(AAHAICharacter* Character, UObject* Requester, const FGuid& RequestGuid); // 0x22fb690 [Final Native Private]
    void OnObserverCharacterEvent(FAHCharacterEvent& Event); // 0x22fb570 [Final Native Private]
    void OnEcoSystemEvent(FGameplayEvent& Event); // 0x22fbb30 [Final Native Private]
    void K2_OnAlertLevelChanged(float InAlertLevel); // 0x274f500 [Event Public]
    bool IsAlertLevelIncreasing(bool bMaxLevelReturnsTrue); // 0x22fc3c0 [Final Native Public]
    void IncreaseAlertState(); // 0x22fc230 [Final Native Public]
    UDA_EcoSystemSubsystemSettings* GetSubsystemSettings(); // 0x22fc800 [Final Native Public]
    int32 GetRecommendedMaximumNumberOfEnemies(); // 0x22fc180 [Final Native Public]
    float GetMaxAlertLevel(); // 0x22fc360 [Final Native Public]
    AEcosystemRetranslator* GetIsCharacterConnectedToEcosystem(AAHBaseCharacter* InCharacter, const bool& Connected); // 0x22fc6a0 [Final Native Public]
    AEcosystemNode* GetCurrentEcosystemNode(); // 0x22fc510 [Final Native Public]
    TArray<void> GetConnectedToRetranslatorCharacters(AEcosystemRetranslator* InRetranslator); // 0x22fc540 [Final Native Public]
    void DecreaseAlertState(); // 0x22fc210 [Final Native Public]

// AEjihaCharacter (/Script/AtomicHeart.EjihaCharacter)
    void OnHit(AActor* SelfActor, AActor* OtherActor, const FVector& NormalImpulse, FHitResult& Hit); // 0x22fce00 [Final Native Protected]

// UEjihaCharacterAnimInstance (/Script/AtomicHeart.EjihaCharacterAnimInstance)
    void ResetHit(); // 0x22fd2d0 [Final Native Public]
    void OnHit(); // 0x22fd2f0 [Final Native Public]

// APhysicalHitApplierActor (/Script/AtomicHeart.PhysicalHitApplierActor)
    bool WasActorDamaged(AActor* OtherActor); // 0x23635f0 [Final Native Public]
    void RemoveActorToIgnore(AActor* OtherActor); // 0x23632c0 [Final Native Public]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x2363a20 [Final Native Public]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x23640b0 [Final Native Public]
    bool IsActorOverlapped(AActor* OtherActor); // 0x2363830 [Final Native Public]
    bool IsActive(); // 0x23644c0 [Final Native Public]
    void Deactivate(); // 0x2364460 [Final Native Public]
    bool CheckCustomOverlapFilter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent); // 0x23630d0 [Native Event Public]
    void AddActorToIgnore(AActor* OtherActor); // 0x2363460 [Final Native Public]
    void Activate(); // 0x2364490 [Final Native Public]

// UEleanoreDialogComponent (/Script/AtomicHeart.EleanoreDialogComponent)
    void TryPlayDialogByTimer(); // 0x22fd690 [Final Native Private]
    void StopNoraDialog(); // 0x22fd9e0 [Final Native Public]
    void ResumeNoraDialog(); // 0x22fd9a0 [Final Native Public]
    void RemoveNoraSpeaker(UAHWwiseComponent* Speaker); // 0x22fdb60 [Final Native Public]
    void PlayNoraDialog(const FGameplayTag& DialogTag, bool bStopVA); // 0x22fda00 [Final Native Public]
    void PauseNoraDialog(); // 0x22fd9c0 [Final Native Public]
    void OnPlayerEndEvent(FSoundEventContainer& EventInfo); // 0x22fd6b0 [Final Native Private]
    void OnPlayerBeginPlay(AAHBaseCharacter* Character); // 0x22fd5b0 [Final Native Private]
    void OnNoraCallback(const EAkCallbackType& CallbackType, UAkCallbackInfo* CallbackInfo); // 0x22fd7d0 [Final Native Private]
    void AddNoraSpeaker(UAHWwiseComponent* Speaker); // 0x22fdda0 [Final Native Public]

// AElectricityCueActor (/Script/AtomicHeart.ElectricityCueActor)
    void K2_UpdateFX(bool bMaxChargeStage, const FVector& GroundPoint, float LifeTimePercent, float ElectrizationPercent); // 0x274f500 [Event Protected]
    void K2_SpawnFX(USkeletalMeshComponent* Mesh, float BaseSpawnRateMax, float LightningSpawnRateMax, float BaseCameraOffset, float BaseParticleScale, const FVector& LightningsOffset); // 0x274f500 [Event Protected]
    void K2_RemoveFX(); // 0x274f500 [Event Protected]

// IEnablable (/Script/AtomicHeart.Enablable)
    void RunEnable(); // 0x10cef30 [Native Event Public]
    void RunDisable(); // 0x16c04c0 [Native Event Public]

// UEnergyRegenerationAbility (/Script/AtomicHeart.EnergyRegenerationAbility)
    void StartRegenerationDelayed(); // 0x22ff090 [Final Native Protected]

// UEQSAction (/Script/AtomicHeart.EQSAction)
    void OnLocationReached(uint8 TaskResult); // 0x2300cf0 [Final Native Private]

// AEquipableItemAttachment (/Script/AtomicHeart.EquipableItemAttachment)
    bool HasPriority(); // 0x2303010 [Final Native Public]
    FName GetRootSocketName(); // 0x23030a0 [Final Native Public]
    FName GetParentSocketName(); // 0x2303080 [Final Native Public]
    USkeletalMeshComponent* GetMesh(); // 0x1ad4d60 [Final Native Public]
    EHandedness GetHandedness(); // 0x2303060 [Final Native Public]
    int32 GetAttachPriority(); // 0x2303040 [Final Native Public]

// UEquipmentComponent (/Script/AtomicHeart.EquipmentComponent)
    void K2_LoadCharacterLoadout(UDA_CharacterLoadout* InLoadout); // 0x2303250 [Final Native Protected]

// ANPCPedestrianCharacter (/Script/AtomicHeart.NPCPedestrianCharacter)
    UDialogueCharacterComponent* GetDialogComponent(); // 0x23583f0 [Final Native Public]

// UFightStage (/Script/AtomicHeart.FightStage)
    void OnConditionalActionContainerEnd(UActionContainer* InActionContainer); // 0x2303890 [Final Native Private]
    void OnConditionalActionContainerBegin(UActionContainer* InActionContainer); // 0x2303980 [Final Native Private]
    void OnActionContainerComplete(UBaseAction* CompletedAction, const ECompletionType& CompletionType); // 0x2303a70 [Final Native Private]

// UFireballAbility (/Script/AtomicHeart.FireballAbility)
    void OnAnimNotify_Activate_K2(); // 0x274f500 [Event Protected]

// UFlyingAITelekineticSmashAbility (/Script/AtomicHeart.FlyingAITelekineticSmashAbility)
    void ThrowDown(); // 0x2304390 [Final Native Private]
    void PlayMainMontage(); // 0x2304370 [Final Native Private]

// UFreezeRayAbility (/Script/AtomicHeart.FreezeRayAbility)
    bool ShouldUseAlternativeFreezingStreamFX(); // 0x23045b0 [Native Event Protected]

// UFreezingAbility (/Script/AtomicHeart.FreezingAbility)
    void StopFreezing(int32 Index); // 0x2304b60 [Final Native Public]
    void OnHitGround(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x2304830 [Final Native Private]
    int32 K2_StartFreezing(float BaseMagnitude); // 0x2304c30 [Final Native Public]

// UFreezingEffectCueNotify_Static (/Script/AtomicHeart.FreezingEffectCueNotify_Static)
    void OnWorldCleanup(UWorld* World, bool bSessionEnded, bool bCleanupResources); // 0x23051a0 [Final Native Private]
    void DestroyParticleSystem(UNiagaraComponent* ParticleSystem); // 0x2305080 [Final Native Private]
    bool CreateActorsVisualData(AActor* InActor, FFreezingVisualData& OutVisualData); // 0x2305370 [Final Native Protected]

// UFullScreenHintWidget (/Script/AtomicHeart.FullScreenHintWidget)
    void OnHoldCompleted(); // 0x23056d0 [Final Native Protected]
    void OnExitReleased(); // 0x2305710 [Final Native Protected]
    void OnExitPressed(); // 0x2305740 [Final Native Protected]

// UFXUtils (/Script/AtomicHeart.FXUtils)
    void TryStartWeaponImpactFXs(ABaseWeapon* Weapon, AAHBaseCharacter* VictimCharacter, const EImpactType& ImpactType, const FVector& Location, const FVector& Normal, const FVector& ExitLocation, USceneComponent* Component, const FName& BoneName, UPhysicalMaterial* PhysMaterial, const ESide& Side); // 0x2308330 [Final Native Static Public]
    UNiagaraComponent* SpawnNiagaraEmitterAttached(UNiagaraSystem* EmitterTemplate, USceneComponent* AttachToComponent, bool bAutoDestroy); // 0x2307340 [Final Native Static Public]
    UNiagaraComponent* SpawnNiagaraEmitterAtLocation(UObject* Context, UNiagaraSystem* EmitterTemplate, const FVector& Location, const FRotator& Rotation, const FVector& Scale, bool bAutoDestroy); // 0x2307870 [Final Native Static Public]
    UAHParticleSystemComponent* SpawnEmitterAttached(UParticleSystem* EmitterTemplate, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, const FVector& Scale, uint8 LocationType, bool bAutoDestroy); // 0x2306e90 [Final Native Static Public]
    UAHParticleSystemComponent* SpawnEmitterAtLocation(UObject* Context, UParticleSystem* EmitterTemplate, const FVector& Location, const FRotator& Rotation, const FVector& Scale, bool bAutoDestroy); // 0x2307e20 [Final Native Static Public]

// AGameplayActionExecutionActor (/Script/AtomicHeart.GameplayActionExecutionActor)
    void Use(); // 0x2308cc0 [Final Native Public]
    void ShowWidget(); // 0x2308c60 [Final Native Public]
    void SetCanInteract(bool bInteractive); // 0x2308b60 [Final Native Public]
    void OnUsed(); // 0x274f500 [Event Public]
    void OnDeactivate(); // 0x274f500 [Event Public]
    void OnActivate(); // 0x274f500 [Event Public]
    void HideWidget(); // 0x2308c40 [Final Native Public]
    void Deactivate(); // 0x2308c80 [Final Native Public]
    bool CanInteract(); // 0x2308b40 [Final Native Public]
    void Activate(); // 0x2308ca0 [Final Native Public]

// UGameplayActionExecutionComponent (/Script/AtomicHeart.GameplayActionExecutionComponent)
    void ExecuteAllActions(); // 0x2309270 [Final Native Public]
    void ExecuteActions(const FString& ActionsContainerLabel); // 0x2309290 [Final Native Public]

// UGameplayAudioComponent (/Script/AtomicHeart.GameplayAudioComponent)
    void TryPostSavedGameplayEvent(); // 0x230a0a0 [Final Native Public]
    bool TryActivateTheme(const FGameplayTag& NewThemeTag); // 0x230ab20 [Final Native Public]
    bool TryActivateFallbackTheme(); // 0x230a380 [Final Native Public]
    void RemoveThemeParameter(const FAudioThemeParameter& ThemeParameter); // 0x230a570 [Final Native Public]
    void PlayWwiseAuxiliarySound(FAHWwiseEventContainer& EventContainer); // 0x230a130 [Final Native Public]
    void OnThemeMusicSyncReceived(FAHWwisePlayingEventInfo& EventInfo, const EAkCallbackType& CallbackType, FAkSegmentInfo& SegmentInfo, const FString& UserCueName); // 0x2309850 [Final Native Protected]
    void OnThemeMusicPlayStartedReceived(FAHWwisePlayingEventInfo& EventInfo); // 0x2309b50 [Final Native Protected]
    void OnThemeMarkerReceived(FAHWwisePlayingEventInfo& EventInfo, const FString& Marker); // 0x2309ca0 [Final Native Protected]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x2309e90 [Final Native Protected]
    void OnCombatAudioStatusChanged(bool bStatusActive); // 0x2309770 [Final Native Protected]
    void K2_OnThemeMusicSyncReceived(FAHWwisePlayingEventInfo& EventInfo, const EAkCallbackType& CallbackType, FAkSegmentInfo& SegmentInfo, const FString& UserCueName); // 0x274f500 [Event Protected]
    void K2_OnThemeMusicPlayStartedReceived(FAHWwisePlayingEventInfo& EventInfo); // 0x274f500 [Event Protected]
    void K2_OnThemeMarkerReceived(FAHWwisePlayingEventInfo& EventInfo, const FString& Marker); // 0x274f500 [Event Protected]
    void K2_OnGameplayEvent(FGameplayEvent& Event); // 0x274f500 [Event Protected]
    void K2_OnCombatAudioStatusChanged(bool bStatusActive); // 0x274f500 [Event Protected]
    UAHWwiseComponent* GetWwiseThemeComponent(); // 0x2281cf0 [Final Native Public]
    UDA_AudioThemesSettings* GetThemesSettings(); // 0x230a0c0 [Final Native Public]
    FGameplayTag GetCurrentThemeTag(); // 0x230a110 [Final Native Public]
    UGameplayAudioTheme* GetCurrentTheme(); // 0x230a0e0 [Final Native Public]
    void EndTheme(const FGameplayTag& EndThemeTag); // 0x230a490 [Final Native Public]
    void CancelTheme(const FGameplayTag& CancelThemeTag); // 0x230a3b0 [Final Native Public]
    void ApplyThemeParameter(const FAudioThemeParameter& ThemeParameter); // 0x230a7b0 [Final Native Public]

// UGameplayAudioTheme (/Script/AtomicHeart.GameplayAudioTheme)
    bool ShouldStopEventOnEndTheme(); // 0x230bfd0 [Final Native Public]
    bool ShouldReturnToPrevTheme(); // 0x230bfb0 [Final Native Public]
    void OnMusicSyncReceived(FAHWwisePlayingEventInfo& EventInfo, const EAkCallbackType& CallbackType, FAkSegmentInfo& SegmentInfo, const FString& UserCueName); // 0x230b3e0 [Native Event Public]
    void OnMusicPlayStartedReceived(FAHWwisePlayingEventInfo& EventInfo); // 0x230b6e0 [Native Event Public]
    void OnMarkerReceived(FAHWwisePlayingEventInfo& EventInfo, const FString& Marker); // 0x230b830 [Native Event Public]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x230ba20 [Native Event Public]
    void OnCombatAudioStatusChanged(bool bStatusActive); // 0x230b300 [Native Event Public]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x230bc30 [Native Event Public]
    void K2_OnTickTheme(); // 0x274f500 [Event Protected]
    void K2_OnRevokeTheme(); // 0x274f500 [Event Protected]
    void K2_OnGiveTheme(); // 0x274f500 [Event Protected]
    void K2_OnEndTheme(); // 0x274f500 [Event Protected]
    void K2_OnCancelTheme(); // 0x274f500 [Event Protected]
    void K2_OnActivateTheme(); // 0x274f500 [Event Protected]
    UAHWwiseComponent* GetWwiseComponent(); // 0x2245e90 [Final Native Protected]
    FGameplayTag GetThemeTag(); // 0x22a0400 [Final Native Public]
    bool GetIsThemeActive(); // 0x230bf90 [Final Native Public]
    void EndTheme(); // 0x230bd70 [Final Native Public]
    void ClearEndThemeTimer(); // 0x230bd50 [Final Native Public]
    bool CanStingerBeActivated(const FGameplayTag& StingerTag); // 0x230bff0 [Final Native Public]
    bool CanBeInterruptedByTheme(const FGameplayTag& OtherThemeTag); // 0x230c1a0 [Final Native Public]
    bool CanActivateTheme(); // 0x16365d0 [Native Event Public]
    void CallThemeFunction(FAudioThemeFunctionToInvoke& ThemeFunction); // 0x230bd90 [Final Native Public]
    void ApplyThemeSwitch(FAHWwiseSwitch& SWITCH); // 0x230be70 [Final Native Public]

// UGameplayEventComponent (/Script/AtomicHeart.GameplayEventComponent)
    void SendGameplayEvents(); // 0x230e0b0 [Final Native Public]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x230dea0 [Final Native Protected]

// UGameplayEventSubsystem (/Script/AtomicHeart.GameplayEventSubsystem)
    void SendUpgradeWeaponLevel(UObject* WeaponUpgradedSlots); // 0x23106d0 [Final Native Public]
    void SendUIEvent(FGameplayTag& UITag, const EUIEventType& UIEventType, UObject* Source); // 0x230f850 [Final Native Public]
    void SendStoryState(const EStoryStateEventType& StoryState); // 0x230ea30 [Final Native Public]
    void SendScanEvent(AActor* ScannedActor, FGameplayTag& ScannedTag); // 0x230ebd0 [Final Native Public]
    void SendItemWasPickedUpEvent(AAHPickupableItem* PickedItem, AAHBaseCharacter* ItemPicker); // 0x2310930 [Final Native Public]
    void SendItemCrafted(UObject* CraftedItem); // 0x23106d0 [Final Native Public]
    void SendGameplayTriggerWasTriggeredEvent(AGameplayTrigger* GameplayTrigger); // 0x2310cf0 [Final Native Public]
    void SendGameplayEvent(FGameplayEvent& GameplayEvent); // 0x2311a60 [Final Native Public]
    void SendEcoSystemUnregistrationEvent(AEcosystemNode* EcosystemNode, AEcosystemRetranslator* EcosystemRetranslator, AAHBaseCharacter* InCharacter); // 0x23100b0 [Final Native Public]
    void SendEcoSystemRegistrationEvent(AEcosystemNode* EcosystemNode, AEcosystemRetranslator* EcosystemRetranslator, AAHBaseCharacter* InCharacter); // 0x23102a0 [Final Native Public]
    void SendEcoSystemAlertionLevelChangedEvent(AEcosystemNode* EcosystemNode, float AlertionLevel); // 0x2310490 [Final Native Public]
    void SendCustomGameplayEvent(FGameplayEvent& CustomEvent, AActor* Instigator, AActor* Victim, UObject* Source); // 0x2311680 [Final Native Public]
    void SendCorpseTransformationEvent(const ECorpseTransformationState& State); // 0x230eb00 [Final Native Public]
    void SendCollectorOverlapEvent(); // 0x230ea10 [Final Native Public]
    void SendCharacterEventWithSource(const ECharacterGameplayEventType& EventType, AAHBaseCharacter* Character, UObject* Source, bool bIsPlayerCharacter); // 0x230f3e0 [Final Native Public]
    void SendCharacterEvent(const ECharacterGameplayEventType& EventType, AAHBaseCharacter* Character, bool bIsPlayerCharacter); // 0x230f660 [Final Native Public]
    void SendCharacterDiedEvent(AAHBaseCharacter* DeadCharacter, FHitParameters& HitParameters, AActor* Killer, UObject* KilledBy); // 0x2310f40 [Final Native Public]
    void SendAudioEvent(FGameplayTag& AudioEventTag, const EAudioEventType& AudioEventType, UObject* Source); // 0x230fc80 [Final Native Public]
    void SendAudioDiaryWasListenedEvent(FGameplayTag& AudioDiaryTag); // 0x23105f0 [Final Native Public]
    void SendAchievementUnlockEvent(const EAchievements& Achievement); // 0x230ef30 [Final Native Public]
    void SendAchievementProgressEvent(const EAchievements& Achievement, float Progress); // 0x230f130 [Final Native Public]

// UGameplayEventUtils (/Script/AtomicHeart.GameplayEventUtils)
    void SendUpgradedWeaponEvent(UObject* UpgradedWeaponSlots); // 0x2312680 [Final Native Static Public]
    void SendUIEvent(FGameplayTag& UITag, const EUIEventType& UIEventType, UObject* Source); // 0x2312e90 [Final Native Static Public]
    void SendStoryStateEvent(const EStoryStateEventType& StoryState); // 0x2312200 [Final Native Static Public]
    void SendScanEvent(AActor* ScannedActor, FGameplayTag& ScannedTag); // 0x2312320 [Final Native Static Public]
    void SendPlayerCharacterEventWithSource(const ECharacterGameplayEventType& EventType, AAHBaseCharacter* Character, UObject* Source); // 0x2312810 [Final Native Static Public]
    void SendPlayerCharacterEvent(const ECharacterGameplayEventType& EventType, AAHBaseCharacter* Character); // 0x2312bd0 [Final Native Static Public]
    void SendCraftedItemEvent(UObject* CraftedItem); // 0x2312680 [Final Native Static Public]
    void SendCorpseTransformationEvent(const ECorpseTransformationState& State); // 0x2312750 [Final Native Static Public]
    void SendCollectOverlapEvent(); // 0x2312180 [Final Native Static Public]
    void SendAICharacterEventWithSource(const ECharacterGameplayEventType& EventType, AAHBaseCharacter* Character, UObject* Source); // 0x23129f0 [Final Native Static Public]
    void SendAICharacterEvent(const ECharacterGameplayEventType& EventType, AAHBaseCharacter* Character); // 0x2312d30 [Final Native Static Public]
    void SendAchievementUnlockEvent(const EAchievements& Achievement); // 0x2312460 [Final Native Static Public]
    void SendAchievementProgressEvent(const EAchievements& Achievements, float Progress); // 0x2312520 [Final Native Static Public]
    FEcoSystemContext GetEcoSystemContext(FGameplayEvent& GameplayEvent); // 0x2313080 [Final Native Static Public]
    FDamageReceivedEventContext GetDamageReceivedEventContext(FGameplayEvent& GameplayEvent); // 0x2313600 [Final Native Static Public]
    FAudioEventContext GetAudioEventContext(FGameplayEvent& GameplayEvent); // 0x2313380 [Final Native Static Public]
    FGameplayTag FindResponseGameplayTag(FGameplayEvent& RuntimeEvent, UDA_TagEventResponseArray* ResponseArray); // 0x2313cc0 [Final Native Static Public]
    UDA_AudioTriggerSettings* FindResponseAudioTriggerSettings(FGameplayEvent& RuntimeEvent, UDA_AudioEventResponseArray* ResponseArray); // 0x2313950 [Final Native Static Public]
    bool AreEventsEqual(FGameplayEvent& RuntimeEvent, UDA_GameplayEvent* DataEvent); // 0x2314030 [Final Native Static Public]

// UGameplayTagUtils (/Script/AtomicHeart.GameplayTagUtils)
    FGameplayTag GetMatchingTag(FGameplayTagContainer& TagContainer, FGameplayTag& TagToMatch); // 0x2314950 [Final Native Static Public]
    FGameplayTagContainer GetAllMatchingGameplayTagsFromGameplayTagComponent(UGameplayTagComponent* GameplayTagComponent, FGameplayTagContainer& ApplicableTagContainer); // 0x2314b30 [Final Native Static Public]
    FGameplayTagContainer GetAllMatchingGameplayTags(const TScriptInterface<IGameplayTagAssetInterface>& GameplayTagAssetInterface, FGameplayTagContainer& ApplicableTagContainer); // 0x2314d00 [Final Native Static Public]
    FGameplayTagContainer GetAbilitySystemComponentOwningTags(UAbilitySystemComponent* InComponent); // 0x2314770 [Final Native Static Public]

// UGameplayTask_ChangeSensitivityMultiplier (/Script/AtomicHeart.GameplayTask_ChangeSensitivityMultiplier)
    UGameplayTask_ChangeSensitivityMultiplier* ChangeSensitivityMultiplier(const TScriptInterface<IGameplayTaskOwnerInterface>& TaskOwner, float NewSensitivity, float Time); // 0x2315da0 [Final Native Static Public]

// UGameplayTask_InterpolateTo (/Script/AtomicHeart.GameplayTask_InterpolateTo)
    UGameplayTask_InterpolateTo* InterpolateTo(const TScriptInterface<IGameplayTaskOwnerInterface>& TaskOwner, USceneComponent* InComponent, FTransform& InTargetTransform, float InInterpSpeed, bool bInSweep, float InErrorTolerance, bool bInNoScale); // 0x23160f0 [Final Native Static Public]

// UGameplayTask_MoveBySpline (/Script/AtomicHeart.GameplayTask_MoveBySpline)
    UGameplayTask_MoveBySpline* MoveBySpline(const TScriptInterface<IGameplayTaskOwnerInterface>& TaskOwner, USceneComponent* ComponentToMove, USplineComponent* SplineComponent, float StartDistance, float SpeedMultiplier, const ESplineVelocityMode& VelocityMode, const FVector& RandomDeviationBounds, UCurveFloat* DistanceCurve, float EasingTime, uint8 EasingFunc); // 0x2316850 [Final Native Static Public]

// UGameplayTask_PlayLevelSequence (/Script/AtomicHeart.GameplayTask_PlayLevelSequence)
    void OnSequenceStopped(); // 0x2317260 [Final Native Private]
    void OnSequenceFinished(); // 0x2317260 [Final Native Private]

// UGameplayTask_SpawnAI (/Script/AtomicHeart.GameplayTask_SpawnAI)
    UGameplayTask_SpawnAI* K2_SpawnAICharacter(const TScriptInterface<IGameplayTaskOwnerInterface>& TaskOwner, const FSpawnAIParams& SpawnAIParams); // 0x2317480 [Final Native Static Public]

// UGameplayTimerContainer (/Script/AtomicHeart.GameplayTimerContainer)
    bool TrySetTimer(FGameplayTag& TimerTag, float Duration); // 0x2317ec0 [Final Native Public]
    bool TryGetTimer(FGameplayTag& TimerTag, FTimerHandle& OutTimerHandle); // 0x2317930 [Final Native Public]
    void StopTimers(); // 0x2317ea0 [Final Native Public]
    bool IsTimerActive(FGameplayTag& TimerTag); // 0x2317ac0 [Final Native Public]
    void Initialize(AActor* Owner); // 0x2318040 [Final Native Public]
    float GetTimerRemaining(FGameplayTag& TimerTag); // 0x2317cb0 [Final Native Public]
    void DeactivateTimer(FGameplayTag& TimerTag); // 0x2317bb0 [Final Native Public]
    void ClearTimers(); // 0x2317e80 [Final Native Public]
    void ClearTimer(FGameplayTag& TimerTag); // 0x2317da0 [Final Native Public]

// UGameplayTrackingSubsystem (/Script/AtomicHeart.GameplayTrackingSubsystem)
    bool SaveCurrentSession(); // 0x2318550 [Final Native Public]
    void OnPlayerCharacterEvent(FAHCharacterEvent& Event); // 0x23183f0 [Final Native Protected]
    void OnGameSaved(); // 0x2318530 [Final Native Protected]
    void OnGameLoaded(); // 0x2318510 [Final Native Protected]
    void OnDebugCategorySwitched(const FName& InDebugCategory, bool bEnabled); // 0x21e94e0 [Final Native Private]

// AGameplayTrigger (/Script/AtomicHeart.GameplayTrigger)
    void OnPlayerCharacterEvent(FAHCharacterEvent& Event); // 0x2318e30 [Final Native Protected]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x2319160 [Final Native Protected]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2319780 [Final Native Protected]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x2318f50 [Final Native Protected]
    void OnConditionChanged(UBaseCondition* InCondition); // 0x2318d50 [Final Native Protected]
    void OnActionExecuted(UGameplayTriggerAction* ExecutedAction); // 0x2318c70 [Final Native Private]
    void K2_OnUsed(); // 0x274f500 [Event Protected]
    void K2_OnTriggered(); // 0x274f500 [Event Protected]
    void K2_OnPlayerCharacterEvent(FAHCharacterEvent& Event); // 0x274f500 [Event Protected]
    void K2_OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent); // 0x274f500 [Event Protected]
    void K2_OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent); // 0x274f500 [Event Protected]
    void K2_OnGameplayEvent(FGameplayEvent& Event); // 0x274f500 [Event Protected]
    void EnableTrigger(); // 0x2319cf0 [Final Native Public]
    void DisableTrigger(); // 0x2319cc0 [Final Native Public]
    void DeactivateTrigger(bool bForce); // 0x2319bc0 [Final Native Public]
    void ActivateTrigger(); // 0x2319ca0 [Final Native Public]

// UGameplayTriggerActionWithPendingActors (/Script/AtomicHeart.GameplayTriggerActionWithPendingActors)
    void OnLoadedPendingActors(); // 0x231b100 [Final Native Private]

// UAIInvocationAdditiveInvocation (/Script/AtomicHeart.AIInvocationAdditiveInvocation)
    void OnInitEvent(UAIInvocationGTA* InAIInvocationAction); // 0x274f500 [Event Protected]
    void OnInitCharacterEvent(AAHAICharacter* InAICharacterToInvoke); // 0x274f500 [Event Protected]
    void OnDestroy(); // 0x274f500 [Event Public]
    void Invoke(APawn* InPawn); // 0x231b370 [Final Native Public]
    UAIInvocationGTA* GetAction(); // 0x231b470 [Final Native Public]

// UEnableTriggerGTA (/Script/AtomicHeart.EnableTriggerGTA)
    void OnLoadedPendingTriggers(); // 0x231b630 [Final Native Protected]

// UEnableWorldStreamingVolumeGTA (/Script/AtomicHeart.EnableWorldStreamingVolumeGTA)
    void OnLoadedPendingVolumes(); // 0x231b770 [Final Native Protected]

// UGameplayTriggerCondition (/Script/AtomicHeart.GameplayTriggerCondition)
    void OnGameplayEvent(FGameplayEvent& Event); // 0x2200c20 [Native Public]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x231d870 [Native Public]
    void OnActorOverlap(AActor* Actor, bool bOverlapBegin); // 0x231d710 [Native Public]

// UTriggerUsedGTC (/Script/AtomicHeart.TriggerUsedGTC)
    void OnTriggerUsed(); // 0x231dab0 [Final Native Public]

// UHitDetectedGTC (/Script/AtomicHeart.HitDetectedGTC)
    void OnHitDetected(FHitParameters& HitParameters); // 0x231dbf0 [Final Native Public]

// UTriggerSpottedGTC (/Script/AtomicHeart.TriggerSpottedGTC)
    void OnTriggerSpotted(); // 0x231dda0 [Final Native Public]

// UVoiceEventGTC (/Script/AtomicHeart.VoiceEventGTC)
    void VoiceEventStarted(FSoundEventContainer& EventContainer); // 0x231df20 [Final Native Protected]
    void VoiceEventPlayed(FSoundEventContainer& EventContainer); // 0x231df20 [Final Native Protected]

// UEndNoraDialogGTC (/Script/AtomicHeart.EndNoraDialogGTC)
    void OnDialogEnded(const FGameplayTag& InDialogTag); // 0x231e120 [Final Native Private]

// UGameplayTriggerUtils (/Script/AtomicHeart.GameplayTriggerUtils)
    void CheckGameplayTriggerOverlaps(AGameplayTrigger* TargetTrigger); // 0x231e370 [Final Native Static Public]
    void CheckCharacterOverlapGameplayTrigger(AAHBaseCharacter* TargetCharacter); // 0x231e440 [Final Native Static Public]

// UGenericInventoryWidget (/Script/AtomicHeart.GenericInventoryWidget)
    void RebuildInventory(); // 0x231f0c0 [Final Native Protected]
    void OnInventoryItemSlotHoveredEvent(int32 InSourceIndex, UInventoryItemSlotWidget* InCurrentSelectedItemSlot); // 0x274f500 [Event Protected]
    void OnInventoryItemSlotHovered(const TScriptInterface<IInventoryWidget>& InInventory, int32 InSourceIndex); // 0x231e800 [Final Native Protected]
    void OnInventoryItemSlotDropped(const TScriptInterface<IInventoryWidget>& InInventory, int32 InSourceIndex, int32 InTargetRow, int32 InTargetColumn); // 0x231ee20 [Final Native Protected]
    void OnInventoryItemSlotDragLeft(const TScriptInterface<IInventoryWidget>& InInventory, int32 InSourceRow, int32 InSourceColumn); // 0x231e980 [Final Native Protected]
    void OnInventoryItemSlotDragEntered(const TScriptInterface<IInventoryWidget>& InInventory, int32 InSourceRow, int32 InSourceColumn, int32 InTargetRow, int32 InTargetColumn); // 0x231eb50 [Final Native Protected]
    void OnInventoryItemSlotDragCancelled(const TScriptInterface<IInventoryWidget>& InInventory, int32 InSourceRow, int32 InSourceColumn); // 0x231e980 [Final Native Protected]
    void OnInventoryItemSlotClickedEvent(UInventoryItemSlotWidget* InCurrentSelectedItemSlot); // 0x274f500 [Event Protected]
    void OnInventoryItemSlotClicked(const TScriptInterface<IInventoryWidget>& InInventory, int32 InSourceIndex); // 0x231e680 [Final Native Protected]
    UAHInventory* GetTargetInventory(); // 0x231f210 [Native Public]
    void DisassembleCurrentSelectedItem(); // 0x231f0f0 [Final Native Public]

// UGetInCarAbility (/Script/AtomicHeart.GetInCarAbility)
    void OnSnapTaskCompleted(); // 0x231f4d0 [Final Native Protected]

// UGooseVoice (/Script/AtomicHeart.GooseVoice)
    void OnMarkerReceived(FAHWwisePlayingEventInfo& EventInfo, const FString& Marker); // 0x231f710 [Final Native Private]
    void ForcedPlayBark(FGameplayTag& BarkTag); // 0x231f960 [Final Native Public]
    bool CanActivateResponse(); // 0x231f930 [Final Native Public]

// UGrabAbility (/Script/AtomicHeart.GrabAbility)
    void StartAbilityTasks(); // 0x231fd50 [Final Native Private]
    void OnActorHit(AActor* SelfActor, AActor* OtherActor, const FVector& NormalImpulse, FHitResult& Hit); // 0x231fd90 [Final Native Public]
    void FinishGrab(); // 0x231fd70 [Final Native Public]

// UGrabComponent (/Script/AtomicHeart.GrabComponent)
    void Drop(); // 0x23209a0 [Final Native Public]
    void CheckLevelChanged(UPrimitiveComponent* SleepingComponent, const FName& BoneName); // 0x23205d0 [Final Native Protected]
    void ChangeSpline(AActor* NewSplineActor); // 0x2320730 [Final Native Public]
    void CatchObject(); // 0x2320980 [Final Native Public]
    void AttachToSpline(const EDragMovementType& InMovementType, AActor* NewSplineActor); // 0x2320810 [Final Native Public]

// UGrapplingHookAbility (/Script/AtomicHeart.GrapplingHookAbility)
    void SetNextHookCastDirection(AAHBaseCharacter* Caster, const FVector& Direction); // 0x2320e50 [Final Native Static Protected]
    void OnMoveInputReleased(); // 0x2320d00 [Final Native Private]
    void OnMoveInputPressed(FInputActionValue& ActionValue); // 0x2320d30 [Final Native Private]
    void OnMoveByTrajectoryCompleted(AAHBaseCharacter* CharacterToMove); // 0x23210e0 [Final Native Protected]

// UProgressBarWidget (/Script/AtomicHeart.ProgressBarWidget)
    void OnUpdatedCurrentValueEvent(float InNormalizedValue); // 0x274f500 [Event Protected]
    void OnShowEvent(); // 0x274f500 [Event Protected]
    void OnHideEvent(); // 0x274f500 [Event Protected]
    float GetInterpolatedNormalizedValue(); // 0x23733b0 [Final Native Public]

// UHackedIndicatorWidget (/Script/AtomicHeart.HackedIndicatorWidget)
    void OnHackedStateChanged(bool bIsHacked); // 0x23212e0 [Final Native Protected]
    void OnAlarmed(); // 0x274f500 [Event Protected]

// UHackingToolChargesMeta (/Script/AtomicHeart.HackingToolChargesMeta)
    void Charge(int32 InCharges); // 0x2321540 [Final Native Public]

// UHackingToolWidget (/Script/AtomicHeart.HackingToolWidget)
    void UpdateDescription(int32 InButtonIndex); // 0x2322990 [Final Native Public]
    void OnUpdateDescriptionEvent(const int32& OutIndex); // 0x274f500 [Event Public]

// UHitFXAbility (/Script/AtomicHeart.HitFXAbility)
    void UpdatePostProcessProgress(int32 InIndex, float InValue); // 0x2323270 [Final Native Public]
    void UpdateHealth(); // 0x2323400 [Final Native Public]
    void SetCriticalHealthLevelEvent(int32 InHealthLevel); // 0x274f500 [Event Public]
    void RestoreScreenColorEvent(); // 0x274f500 [Event Public]
    void OnHitEvent(float CurrentHealth, float MaxHealth); // 0x274f500 [Event Public]
    void ClearPostProcessProgress(); // 0x23231f0 [Final Native Public]
    void ClearAllEffectsEvent(); // 0x274f500 [Event Public]
    void CheckIsCriticalStateEvent(float CurrentHealth); // 0x274f500 [Event Public]
    void ApplyKillFXEvent(); // 0x274f500 [Event Public]
    void ApplyHitFXEvent(); // 0x274f500 [Event Public]
    void ApplyCriticalScreenColorEvent(); // 0x274f500 [Event Public]

// UHitReactionAbility (/Script/AtomicHeart.HitReactionAbility)
    void SetTags(const FGameplayTagContainer& ProhibitionTags, const FGameplayTagContainer& CancelTags); // 0x2323c50 [Final Native Protected]
    void SetMontages(const TSoftObjectPtr<UAnimMontage>& HandsMontage, const TSoftObjectPtr<UAnimMontage>& LegsMontage, bool bStopOtherMontages); // 0x23242f0 [Final Native Protected]
    void SetHitReactionType(const EHitReactionType& HitReactionType); // 0x2323b70 [Final Native Protected]
    void SetHandsShake(const FName& Bone, TSubclassOf<UHandsShake> Shake); // 0x2323ee0 [Final Native Protected]
    void SetForceFeedback(const FGameplayTag& HitReactionEffectTag); // 0x2324210 [Final Native Protected]
    void SetCameraShake(TSubclassOf<UMatineeCameraShake> HitReactionCameraShake); // 0x2324130 [Final Native Protected]
    TMap<ECharacterMeshType, void> GetKnockdownMontagesByTag(const FGameplayTag& WeaponTag); // 0x23237a0 [Final Native Protected]
    EHitReactionType GetHitReactionType(); // 0x2324ba0 [Final Native Public]
    void FillHitReactionInfo(FHitParameters& InHitParameters, AEquipableItem* CurrentItem); // 0x274f500 [Event Protected]
    void EndAbilityByTimer(); // 0xf9c820 [Final Native Private]
    void Cooldown(const EBranchOutput& Output, const FLatentActionInfo& LatentInfo, float Time); // 0x2323930 [Final Native Protected]

// UHitReactionComponent (/Script/AtomicHeart.HitReactionComponent)
    void OnComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x2324e60 [Final Native Private]

// UHitReactionLogic (/Script/AtomicHeart.HitReactionLogic)
    void PlayMontage(const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo, const TSoftObjectPtr<UAnimMontage>& CharacterMontage, float Rate, bool bUnbreakable); // 0x2325c00 [Final Native Private]
    void PlayAdditiveReaction(); // 0x23258e0 [Final Native Private]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x23255b0 [Final Native Private]
    void K2_OnPlayerDamageReceived(FHitParameters& InHitParameters, ABaseWeapon* Weapon); // 0x274f500 [Event Public]
    void K2_OnOtherDamageReceived(FHitParameters& InHitParameters); // 0x274f500 [Event Public]
    bool HaveHitsRangeInHistory(FGameplayTagContainer& DamageTypes, int32 Min, int32 Max, float Time); // 0x2326530 [Final Native Public]
    bool HaveHitsNumInHistory(FGameplayTagContainer& DamageTypes, int32 Hits, float Time); // 0x2326810 [Final Native Public]
    bool HaveDamageReceivedInHistory(FGameplayTagContainer& DamageTypes, float Damage, float Time); // 0x2326cb0 [Final Native Public]
    ESide GetSideOfTopSideDependentPhysBody(FHitResult& HitResult); // 0x2326020 [Final Native Public]
    ESide GetSideOfRightSideDependentPhysBody(FHitResult& HitResult); // 0x2326150 [Final Native Public]
    ESide GetSideOfFrontSideDependentPhysBody(FHitResult& HitResult); // 0x2326280 [Final Native Public]
    int32 GetHitsFromHistory(FGameplayTagContainer& DamageTypes, float Time); // 0x2326ab0 [Final Native Public]
    float GetDamageReceivedFromHistory(FGameplayTagContainer& DamageTypes, float Time); // 0x2326f30 [Final Native Public]
    AAHAICharacter* GetCharacter(); // 0x2327120 [Final Native Public]
    EAdditiveReactionBodyPart GetAdditiveReactionBodyPart(FHitResult& HitResult); // 0x23263b0 [Final Native Public]
    void Cooldown(const EBranchOutput& Output, const FLatentActionInfo& LatentInfo, float Time); // 0x23259c0 [Final Native Private]
    bool CheckAdditiveCooldown(); // 0x2325fb0 [Final Native Public]
    void ApplyBoneShake(const FName& BoneToShake, UHandsShake* ShakeToPlay); // 0x23256f0 [Final Native Private]

// UHitReactionUtils (/Script/AtomicHeart.HitReactionUtils)
    EHitReactionTypes GetHitReactionType(FHitReactionSelector& HitReactionSelector, int32 InNumberOfHits); // 0x2328bb0 [Final Native Static Public]
    float GetForwardHitAngle(const FVector& NormalizedHitDirection, USkeletalMeshComponent* CharacterMesh); // 0x2328e60 [Final Native Static Public]
    ESide DetermineSide(AAHBaseCharacter* VictimCharacter, const FVector& AttackDirection, const EAttackPlane& Plane); // 0x23289c0 [Final Native Static Public]

// UHitZoneComponent (/Script/AtomicHeart.HitZoneComponent)
    void SetIsEnabled(bool bIsEnblaed_In); // 0x2329980 [Final Native Public]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x2329380 [Final Native Public]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x23295e0 [Final Native Public]
    bool GetIsEnabled(); // 0x2329960 [Final Native Public]

// UHoverTextWidget (/Script/AtomicHeart.HoverTextWidget)
    void UpdateData(FText& InText); // 0x2329f10 [Final Native Public]
    void Show(FText& InText, const FVector2D& InPosition); // 0x2329c60 [Final Native Public]
    void SetPosition(const FVector2D& InPosition); // 0x2329e30 [Final Native Public]
    void OnUpdateDataEvent(); // 0x274f500 [Event Public]
    void OnShowEvent(); // 0x274f500 [Event Public]
    void OnHideEvent(); // 0x274f500 [Event Public]

// UHUDHealthWidget (/Script/AtomicHeart.HUDHealthWidget)
    float GetStaminaValueNormalized(); // 0x232a280 [Final Native Public]
    int32 GetStaminaValue(); // 0x232a2b0 [Final Native Public]
    float GetHealthValueNormalized(); // 0x232a340 [Final Native Public]
    int32 GetHealthValue(); // 0x232a360 [Final Native Public]
    float GetAirValueNormalized(); // 0x232a280 [Final Native Public]
    int32 GetAirValue(); // 0x232a2b0 [Final Native Public]

// UHUDQuestsInfoWidget (/Script/AtomicHeart.HUDQuestsInfoWidget)
    void OnUpdateAnimationFinished(UQuestInfoWidget* InQuestWidget); // 0x232a690 [Final Native Protected]
    void OnQuestChanged(UQuest* InQuest); // 0x232a770 [Final Native Protected]

// UHUDQuestsNotifiersWidget (/Script/AtomicHeart.HUDQuestsNotifiersWidget)
    bool QueueHasNotifiers(); // 0x232b440 [Final Native Protected]
    void OnStepDone(UDA_QuestInfo* Quest, FQuestStepInfo& Step); // 0x232acc0 [Final Native Protected]
    void OnQuestSwitched(UQuest* InQuest); // 0x232b130 [Final Native Protected]
    void OnQuestsLoaded(); // 0x232b2b0 [Final Native Protected]
    void OnQuestChanged(UQuest* InQuest); // 0x232b2d0 [Final Native Protected]
    void OnQuestAdded(UQuest* InQuest); // 0x232af90 [Final Native Protected]
    void OnNotifyProcessingStarted(FQuestNotifyData& InNotifyData); // 0x274f500 [Event Protected]
    void OnNotifyProcessingCompleted(); // 0x232ac60 [Final Native Protected]
    void K2_OnStepDone(UDA_QuestInfo* Quest, FQuestStepInfo& Step); // 0x274f500 [Event Protected]
    void K2_OnQuestFilterRemoved(UQuest* Quest); // 0x274f500 [Event Protected]
    void K2_OnQuestFilterAdded(UQuest* Quest); // 0x274f500 [Event Protected]
    void K2_OnQuestAdded(UQuest* Quest); // 0x274f500 [Event Protected]
    bool HasQuestFilter(); // 0x232ab50 [Final Native Protected]
    UQuest* GetQuestFilter(); // 0x232aac0 [Final Native Protected]
    TArray<void> GetActiveQuests(); // 0x232abe0 [Final Native Protected]

// AHybridRangeWeapon (/Script/AtomicHeart.HybridRangeWeapon)
    void Test(); // 0x274f500 [Event Protected]

// UImpactFXSpawnerObject (/Script/AtomicHeart.ImpactFXSpawnerObject)
    void OnPenetrationFXParticleCollide(const FName& EventName, float EmitterTime, int32 ParticleTime, const FVector& Location, const FVector& ParticleVelocity, const FVector& Direction, const FVector& Normal, const FName& BoneName, UPhysicalMaterial* PhysicalMaterial); // 0x232bb10 [Final Native Protected]
    void OnLifeExpired(); // 0x232baf0 [Final Native Protected]
    void OnImpactFXParticleCollide(const FName& EventName, float EmitterTime, int32 ParticleTime, const FVector& Location, const FVector& ParticleVelocity, const FVector& Direction, const FVector& Normal, const FName& BoneName, UPhysicalMaterial* PhysicalMaterial); // 0x232c020 [Final Native Protected]

// UInGameMenuWidget (/Script/AtomicHeart.InGameMenuWidget)
    void OpenSubMenu(const ESubMenuType& InMenuType); // 0x232c790 [Final Native Public]
    void OnShowSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget); // 0x274f500 [Event Protected]
    void OnHideSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget); // 0x274f500 [Event Protected]

// UInputRichTextBlockImageDecorator (/Script/AtomicHeart.InputRichTextBlockImageDecorator)
    void Rebuild(); // 0x232cbc0 [Final Native Public]
    void OnInputDeviceChanched(bool bGamepad); // 0x232cae0 [Final Native Protected]

// UInputTipsCharacterComponent (/Script/AtomicHeart.InputTipsCharacterComponent)
    void RemoveCurrentInputTip(const ETipImportanceType& InTipType); // 0x232ccf0 [Final Native Public]
    void GiveInputTip(UDA_InputTipInfo* InputTipInfo, bool bForceShow); // 0x232cdf0 [Final Native Public]
    void FullscreenHintClosed(); // 0x232ccd0 [Final Native Protected]

// UInteractCondition (/Script/AtomicHeart.InteractCondition)
    void OnUsedEvent(); // 0x232d2d0 [Final Native Public]

// UInteractionIndicatorWidget (/Script/AtomicHeart.InteractionIndicatorWidget)
    void SetFocused(bool bInIsFocused); // 0x232e2b0 [Final Native Public]
    void OnShowPayloadText(FText& OutText); // 0x274f500 [Event Public]
    void OnSetFocusedEvent(bool bInIsFocused); // 0x274f500 [Event Public]
    void OnIndicatorWidgetScaleChanged(float NewScale); // 0x274f500 [Event Public]
    void OnAnyAccessibilitySettingChanged(); // 0x274f500 [Event Public]

// UInteractionsComponent (/Script/AtomicHeart.InteractionsComponent)
    bool ShouldDrawProhibitedIcon(AAHPlayerCharacter* PlayerCharacter, AActor* InteractiveActor); // 0x274f500 [Event Protected]

// UInteractiveDoorActiveInfo (/Script/AtomicHeart.InteractiveDoorActiveInfo)
    void Reset(); // 0x232ef70 [Final Native Public]

// UInventoryCategoryWidget (/Script/AtomicHeart.InventoryCategoryWidget)
    void OnIconButtonClicked(); // 0x232f470 [Final Native Protected]

// UInventoryDebugTab (/Script/AtomicHeart.InventoryDebugTab)
    void UpdateNoRecipesRequiresButtonState(UDebugMenuButton* Button); // 0xec5570 [Final Native Public]
    void UpdateInfiniteAmmoButtonState(UDebugMenuButton* Button); // 0xec5570 [Final Native Public]
    void UpdateFreeResourcesButtonState(UDebugMenuButton* Button); // 0xec5570 [Final Native Public]
    void OnUpgradeWeaponButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnNoRecipesRequiresButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnInfiniteAmmoButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnFreeResourcesButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnDowngradeWeaponButtonClicked(); // 0xf824b0 [Final Native Public]
    void GiveItem(const TSoftObjectPtr<UDA_ItemBase>& ItemDataAsset, int32 Amount); // 0x232f600 [Final Native Public]

// UInventoryDecorationWidget (/Script/AtomicHeart.InventoryDecorationWidget)
    void OnRemovedTilesEvent(const TArray<void>& InRemovedTiles); // 0x274f500 [Event Protected]
    void OnAddedTilesEvent(const TArray<void>& InAddedTiles); // 0x274f500 [Event Protected]

// UInventoryDecorationSlotWidget (/Script/AtomicHeart.InventoryDecorationSlotWidget)
    void OnTileMaterialChanged(UMaterialInterface* InMaterial); // 0x274f500 [Event Protected]
    void OnChangeDropVisibility(bool bInVisible); // 0x274f500 [Event Protected]

// UInventoryItemActionsWidget (/Script/AtomicHeart.InventoryItemActionsWidget)
    void OnNavButtonClicked(UNavigationMenuWidget* Button); // 0x232ff10 [Final Native Protected]
    void InitItemActions(FInventoryData& Data); // 0x232fff0 [Final Native Public]

// UInventoryItemInfoWidget (/Script/AtomicHeart.InventoryItemInfoWidget)
    void SetVisualData(); // 0x274f500 [Event Protected]

// UInventoryItemSlotWidget (/Script/AtomicHeart.InventoryItemSlotWidget)
    void SetSlotPenalty(int32 InPenaltyIndex); // 0x274f500 [Event Public]
    void SetSelected(bool bInIsSelected); // 0x23318c0 [Final Native Public]
    void OnUpdateSecondProgress(float OutPercent); // 0x274f500 [Event Protected]
    void OnStartedDragEvent(); // 0x274f500 [Event Protected]
    void OnSetSelected(bool bOutIsSelected); // 0x274f500 [Event Public]
    void OnSecondProgressIsDoneEvent(); // 0x274f500 [Event Protected]
    void OnReleasedSecondButtonEvent(); // 0x274f500 [Event Protected]
    void OnPressedSecondButtonEvent(); // 0x274f500 [Event Protected]
    void OnEndedDragEvent(); // 0x274f500 [Event Protected]
    void OnDropSlot(UDragDropOperation* InOperation); // 0x23317d0 [Final Native Protected]
    void OnDragSlotCancelled(UDragDropOperation* InOperation); // 0x23317d0 [Final Native Protected]
    void OnCancelledSecondButtonEvent(); // 0x274f500 [Event Protected]
    UAHInventory* GetTargetInventory(); // 0x23316d0 [Final Native Protected]
    UDA_ItemBase* GetItemDataAsset(); // 0x2331730 [Final Native Protected]

// UInventoryRenderWidget (/Script/AtomicHeart.InventoryRenderWidget)
    UMaterialInstanceDynamic* GetMaterialByLevel(int32 InLevelIndex); // 0x2331dd0 [Final Native Public]

// UInventoryUtils (/Script/AtomicHeart.InventoryUtils)
    bool SaveItem(FInventoryData& InItem, TMap<bool, int64>& InSavedItems); // 0x2332020 [Final Native Static Public]
    UBaseItemSaveInfo* CreateItemSaveInfo(UObject* InOuter, const EItemTypeSave& InItemTypeSave); // 0x2332220 [Final Native Static Public]

// AInvisibilityShield (/Script/AtomicHeart.InvisibilityShield)
    void OnResetDisappear(); // 0x274f500 [Event Protected]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x2332690 [Native Protected]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2332910 [Native Protected]
    void OnDisappear(float InDuration); // 0x274f500 [Event Protected]
    void OnDestroyShield(); // 0x274f500 [Event Protected]
    void OnChangedSize(float InRadius); // 0x274f500 [Event Protected]
    void OnAppear(float InDuration); // 0x274f500 [Event Protected]

// UInvisibilityShieldAbility (/Script/AtomicHeart.InvisibilityShieldAbility)
    void OnShieldActorDestroyed(AActor* Actor); // 0x2332f70 [Final Native Protected]
    void HandleProjectileLanded(AInvisibilityShieldProjectile* InProjectile); // 0x2333050 [Final Native Protected]

// AInvisibilityShieldProjectile (/Script/AtomicHeart.InvisibilityShieldProjectile)
    void StopDisappear(); // 0x274f500 [Event Public]
    void StopAppear(); // 0x274f500 [Event Public]
    void StartDisappear(); // 0x274f500 [Event Public]
    void StartAppear(); // 0x274f500 [Event Public]
    void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x2333220 [Final Native Protected]
    void Hide(); // 0x2333580 [Final Native Public]
    UProjectileMovementComponent* GetProjectileMovementComponent(); // 0x21e4350 [Final Native Public]
    USphereComponent* GetMeshCollision(); // 0x229bc90 [Final Native Public]

// AItemInspectionUI (/Script/AtomicHeart.ItemInspectionUI)
    void SetupOverviewItem(ABaseWeapon* Weapon); // 0x274f500 [Event Public]
    void RequestPreviewUpgrade(int32 InSlotIndex, const TArray<void>& SelectedUpgradesSlotIndexes); // 0x2333aa0 [Final Native Public]
    void RebuildRenderTarget(UTextureRenderTarget2D* RT); // 0x2333840 [Final Native Public]
    void OnItemInspectExit(); // 0x274f500 [Event Public]
    FInventoryData GetCurrentItemInventoryData(); // 0x2333c10 [Final Native Public]
    void CollapseRenderTarget(UTextureRenderTarget2D* RT); // 0x2333990 [Final Native Public]

// UItemNotificationEntryWidget (/Script/AtomicHeart.ItemNotificationEntryWidget)
    void OnNotify(FItemNotifyData& NotifyData); // 0x274f500 [Event Public]
    void OnFinished(); // 0x2333eb0 [Final Native Protected]

// UItemsNotificationsWidget (/Script/AtomicHeart.ItemsNotificationsWidget)
    void ShowRecipeNotification(UDA_ItemBase* InRecipeIcon); // 0x274f500 [Event Protected]
    void ShowCustomNotification(UDA_ItemBase* InItem); // 0x274f500 [Event Protected]
    bool ShouldShowCustomNotification(UDA_ItemBase* Item); // 0x274f500 [Event Protected]
    void RecipeNotificationFinished(); // 0x23341d0 [Final Native Protected]
    void OnShowItemNotifyFinished(UItemNotificationEntryWidget* InWidget); // 0x23342c0 [Final Native Protected]

// UKnownObjectsSubsystem (/Script/AtomicHeart.KnownObjectsSubsystem)
    bool IsTagKnown(FGameplayTag& InGameplayTag); // 0x2334b70 [Final Native Public]
    void AddTagToKnownObjects(FGameplayTag& InGameplayTag); // 0x2334c60 [Final Native Public]

// UKrepyshAimDownSightWidget (/Script/AtomicHeart.KrepyshAimDownSightWidget)
    void SetWidgetsCount(int32 Count); // 0x2334e70 [Final Native Public]

// UWeaponSuperAttackInfo (/Script/AtomicHeart.WeaponSuperAttackInfo)
    bool IsSuperAttackActive(); // 0x23b6f00 [Final Native Public]
    float GetRemainingChargeCapacityNormalized(); // 0x23b6ed0 [Final Native Public]
    float GetActivationRageCost(); // 0x1a9a4d0 [Final Native Public]

// ULaserBarrel (/Script/AtomicHeart.LaserBarrel)
    bool IsLaserActive(); // 0x22e3c30 [Final Native Public]
    float GetRayLength(); // 0x23362a0 [Final Native Public]
    FVector GetLastLocationToAim(); // 0x2336250 [Final Native Public]
    void GetLaserPathDirection(const FVector& DeltaDirection, const FRotator& DeltaRotation); // 0x23360c0 [Final Native Public]
    FVector GetCurrentLaserEndPoint(); // 0x23362c0 [Final Native Public]
    FGameplayTag GetBarrelTag(); // 0x2336280 [Final Native Public]

// ULaserBeeAnimInstance (/Script/AtomicHeart.LaserBeeAnimInstance)
    void OnLaserActivation(AActor* LaserWeaponActor, ULaserBarrel* Barrel, bool bWasActivated); // 0x2336530 [Final Native Private]

// ALaserDecal (/Script/AtomicHeart.LaserDecal)
    UMaterialInstanceDynamic* GetDecalMaterialInstance(); // 0x23367e0 [Final Native Public]

// ALaserPathTemplate (/Script/AtomicHeart.LaserPathTemplate)
    void SetTimeToCompletePath(float NewTime); // 0x2336e60 [Final Native Public]
    void SetAdjustMethod(const ESplineAdjustMethod& AdjustMethod, const ESplineRotationAdjustmentMethod& InRotationAdjustmentMethod); // 0x2336c30 [Final Native Public]
    void InitializeSettings(FAILaserPath& Settings); // 0x2336f40 [Final Native Public]
    FTransform GetTransformAtTime(float Time); // 0x2337090 [Final Native Public]
    float GetTimeToCompletePath(); // 0x2337520 [Final Native Public]
    USceneComponent* GetTargetLocalPoint(); // 0x16fa0f0 [Final Native Public]
    FRotator GetRotationAtTime(float Time); // 0x2337190 [Final Native Public]
    FVector GetLocationAtTime(float Time); // 0x2337330 [Final Native Public]
    float GetLocalDisplacementSquared(); // 0x2337540 [Final Native Public]
    USplineComponent* GetLaserPath(); // 0x1ad4d60 [Final Native Public]
    float GetCurrentDistanceAtTime(float Time); // 0x2337430 [Final Native Public]
    void AdjustToTarget(FTransform& OwnerTransform, const FVector& TargetActorLocation, float DeltaTime, float InterpSpeed, bool bIgnoreInterp); // 0x23368b0 [Final Native Public]

// ALaserWeapon (/Script/AtomicHeart.LaserWeapon)
    void TraceCheck(float DeltaSeconds, FGameplayTag& BarrelTag, bool bAsync); // 0x2337bf0 [Final Native Public]
    void SetupLaser(UDA_HitSettings* HitSettings, float LaserRayLength, FGameplayTag& BarrelTag); // 0x23380b0 [Final Native Public]
    bool IsRotationControlledByAnimation(); // 0x23378a0 [Final Native Public]
    bool IsLaserActive(FGameplayTag& BarrelTag); // 0x2337ae0 [Final Native Public]
    bool GetUpdateLaserRotation(); // 0x2337bd0 [Final Native Public]
    FVector GetLastLocationToAim(FGameplayTag& BarrelTag); // 0x23379e0 [Final Native Public]
    FVector GetCurrentLaserEndPoint(FGameplayTag& BarrelTag); // 0x23378e0 [Final Native Public]
    void AimToLocation(const FVector& TargetLocation, FGameplayTag& BarrelTag); // 0x2337de0 [Final Native Public]
    void ActivateLaser(bool bActivate, FGameplayTag& BarrelTag); // 0x2337f50 [Final Native Public]

// ULatentActionUtils (/Script/AtomicHeart.LatentActionUtils)
    void DelayTick(UObject* WorldContextObject, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo, int32 Ticks); // 0x2338590 [Final Native Static Public]
    void AccumulateWithTimeout(UObject* WorldContextObject, const EResetableInput& Input, const ETimeoutOutput& Output, const FLatentActionInfo& LatentInfo, int32 FinishValue, float Timeout, const int32& OutValue); // 0x2338810 [Final Native Static Public]

// ILeafWidget3D (/Script/AtomicHeart.LeafWidget3D)
    void SetTranslation3D(const FVector& InTranslation3D); // 0x2338fd0 [Native Event Public]
    void SetTransform3D(FTransform& InTransform3D); // 0x23390f0 [Native Event Public]
    void SetScale3D(const FVector& InScale3D); // 0x2338d90 [Native Event Public]
    void SetRotation3D(const FVector& InRotation3D); // 0x2338eb0 [Native Event Public]
    FVector GetTranslation3D(); // 0x23390b0 [Native Event Public]
    FTransform GetTransform3D(); // 0x2339220 [Native Event Public]
    FVector GetScale3D(); // 0x2338e70 [Native Event Public]
    FVector GetRotation3D(); // 0x2338f90 [Native Event Public]

// ULevelLoadTracker (/Script/AtomicHeart.LevelLoadTracker)
    void OnLevelUnloaded(); // 0x2339880 [Final Native Private]
    void OnLevelLoaded(); // 0x23398a0 [Final Native Private]

// ILimbIK (/Script/AtomicHeart.LimbIK)
    void SetLimbIK(const ELimbIKType& Limb, bool IKValue); // 0x2339a80 [Native Event Public]

// ULimboAudioDiaryWidget (/Script/AtomicHeart.LimboAudioDiaryWidget)
    void RestartCurrentRadioTrack(); // 0x274f500 [Event Protected]
    void PlayPauseRadio(); // 0x274f500 [Event Protected]
    void PlayPauseAudio(int32 InIndex, bool bIsReset); // 0x233a130 [Final Native Protected]
    void OnUpdateAudioState(bool bIsPlaying); // 0x274f500 [Event Protected]
    void OnUpdateAudioProgressEvent(float CurrentTime, float MaxTime); // 0x274f500 [Event Protected]
    void OnToggleMoreInfoEvent(bool bState); // 0x274f500 [Event Protected]
    void OnStartChangeBackgroundEvent(); // 0x274f500 [Event Protected]
    void OnShowMoreButtonPressed(); // 0x233a0c0 [Final Native Protected]
    void OnSelectedCurrentCategory(); // 0x233a110 [Final Native Protected]
    void OnPlayButtonPressed(); // 0x233a0a0 [Final Native Protected]
    void OnMusicTrackSelected(int32 Index); // 0x274f500 [Event Protected]
    void OnChangeBackgroundEvent(); // 0x274f500 [Event Protected]
    void OnAudioDiaryPlaying(FAHWwisePlayingEventInfo& EventInfo, float Duration); // 0x2339ec0 [Final Native Protected]
    void OnAudioDiaryPlayed(FAHWwisePlayingEventInfo& EventInfo); // 0x2339d70 [Final Native Protected]
    bool IsRadioActive(); // 0x233a0e0 [Native Event Protected]
    void GetRadioPLayPosition(); // 0x274f500 [Event Protected]
    TArray<void> GetCurrentPlaylist(); // 0x274f500 [Event Protected]

// ULineOfSightCheckAbility (/Script/AtomicHeart.LineOfSightCheckAbility)
    AAHBaseCharacter* GetLastCharacterInSimpleLOS(); // 0x233aef0 [Final Native Public]
    AActor* GetLastActorInComplexLOS(); // 0x233aec0 [Final Native Public]

// ALiquidStreamActor (/Script/AtomicHeart.LiquidStreamActor)
    void OnHit(UPrimitiveComponent* InHitComponent, AActor* InOtherActor, UPrimitiveComponent* InOtherComp, const FVector& InNormalImpulse, FHitResult& InHit); // 0x233b0f0 [Native Event Public]
    void OnDissapear(float InLeftTime); // 0x233b020 [Native Event Public]
    void OnDestroy(); // 0x22115c0 [Native Event Public]
    void OnAdded(AActor* InActor); // 0x233b420 [Native Event Public]

// ULoadingScreenProgressWidget (/Script/AtomicHeart.LoadingScreenProgressWidget)
    void SetNewAdvice(); // 0x233b710 [Final Native Protected]
    void OnNextAdvicePressedEvent(); // 0x274f500 [Event Protected]
    void OnNextAdvicePressed(); // 0x233b870 [Final Native Protected]
    void OnAnyButtonPressed(); // 0x21e9720 [Native Protected]
    void K2_SetProgress(float NewProgress); // 0x274f500 [Event Public]
    void K2_LoadingIsComplete(); // 0x274f500 [Event Public]
    void K2_Initialize(FLoadingScreenDescription& InDescription, bool bAsyncLoad); // 0x274f500 [Event Public]
    void K2_Fadeout(); // 0x274f500 [Event Public]
    void K2_Fadein(); // 0x274f500 [Event Public]
    bool IsWorldTearingDown(); // 0x233b8f0 [Final Native Public]
    bool IsAnyKeysPressed(); // 0x233ba20 [Final Native Public]
    void HandlerAnyKey(); // 0x233b8d0 [Final Native Protected]
    FText GetRandomAdvice(); // 0x233b7f0 [Final Native Protected]
    float GetProgress(); // 0x233ba40 [Final Native Public]
    void FadeoutCompleted(); // 0x233b990 [Final Native Public]
    void FadeinCompleted(); // 0x233b9d0 [Final Native Public]

// ULocationLootInfoWidget (/Script/AtomicHeart.LocationLootInfoWidget)
    void HideWidget(); // 0x233bff0 [Final Native Protected]
    void DisableCloseButton(); // 0x233c020 [Final Native Public]

// ULocationLootItemWidget (/Script/AtomicHeart.LocationLootItemWidget)
    void OnUpdateData(FLocationLootItem& OutLocationLoot); // 0x274f500 [Event Public]

// ULockComponent (/Script/AtomicHeart.LockComponent)
    void SpawnMechanicalLock(); // 0x233c250 [Final Native Public]
    void GetClosestMechanicalLock(); // 0x233c230 [Final Native Public]
    void AssignLockScenes(const TArray<void>& InLockScenes); // 0x233c270 [Final Native Public]

// ULockpickAbility (/Script/AtomicHeart.LockpickAbility)
    DoorLockType GetDoorLockType(); // 0x233c4d0 [Final Native Public]
    void CancelLockpick(); // 0x274f500 [Event Public]

// ULootBoxAnimInstance (/Script/AtomicHeart.LootBoxAnimInstance)
    void GetDataFromIndex(int32 InIndex, const UAnimSequence*& OutAnimSequence, const float& OutPlayRate, const float& OutAlpha); // 0x233c860 [Final Native Public]

// ULootBoxComponent (/Script/AtomicHeart.LootBoxComponent)
    void SpawnAndAttachItemContainersFromDamageType(USceneComponent* ComponentToAttachTo, const FGameplayTagContainer& InDeathCauseDamageType, float InDropRate); // 0x233d370 [Final Native Public]
    void OnContainerRemovedItem(APickupableItemContainer* Container, FItemSpawnInfo& ItemSpawnInfo, int32 ShelfIndex); // 0x233ccc0 [Final Native Protected]
    void OnContainerAttachedItem(APickupableItemContainer* Container, FItemSpawnInfo& ItemSpawnInfo, int32 ShelfIndex); // 0x233cfa0 [Final Native Protected]
    bool HasSavedItems(); // 0x233d2f0 [Final Native Public]
    void Clear(); // 0x233d320 [Final Native Public]
    void AddLoot(const TArray<void>& InInventoryDataSets); // 0x233d200 [Final Native Public]

// ULootboxShelfComponent (/Script/AtomicHeart.LootboxShelfComponent)
    void OnContainerEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x233db20 [Final Native Protected]

// ULootSpawnSubsystem (/Script/AtomicHeart.LootSpawnSubsystem)
    void ReturnItemToPool(AAHPickupableItem* UsedItem); // 0x233eba0 [Final Native Public]
    void OnItemEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x233e280 [Final Native Public]

// ULoreMenuWidget (/Script/AtomicHeart.LoreMenuWidget)
    void UpdateBackgroundImage(const TSoftObjectPtr<UTexture2D>& InImage); // 0x23404b0 [Final Native Protected]
    void UpdateAudioDiaryProgress(float CurrentTime, float MaxTime); // 0x274f500 [Event Protected]
    void TryActivateNewBackground(bool bIsFromAnimation); // 0x2340600 [Final Native Protected]
    void ToggleUIVisibility(); // 0x2340a40 [Final Native Public]
    void SetMoreInfo(bool bIsShow); // 0x23407c0 [Final Native Protected]
    void SetCanShowMore(bool bInState); // 0x23406e0 [Final Native Protected]
    void PlayPauseAudioDiary(int32 InIndex, bool bIsReset); // 0x23408e0 [Final Native Protected]
    void OnUpdateAudioDiaryState(bool bIsPlaying); // 0x274f500 [Event Protected]
    void OnToggleMoreInfoEvent(bool bState); // 0x274f500 [Event Protected]
    void OnStartChangeBackgroundEvent(); // 0x274f500 [Event Protected]
    void OnShowMoreButtonPressed(); // 0x2340300 [Final Native Protected]
    void OnSelectedCurrentCategory(); // 0x23408c0 [Final Native Protected]
    void OnPlayButtonPressed(); // 0x23402d0 [Final Native Protected]
    void OnImageButtonClicked(UBaseImageButton* ButtonWidget, int32 ButtonIndex); // 0x2340320 [Final Native Protected]
    void OnHideUIEvent(bool bIsHide); // 0x274f500 [Event Protected]
    void OnChangeBackgroundEvent(); // 0x274f500 [Event Protected]
    void OnAudioDiaryPlaying(FAHWwisePlayingEventInfo& EventInfo, float Duration); // 0x23400f0 [Final Native Protected]
    void OnAudioDiaryPlayed(FAHWwisePlayingEventInfo& EventInfo); // 0x233ffa0 [Final Native Protected]

// UMainDebugTab (/Script/AtomicHeart.MainDebugTab)
    void UpdateSubtitleButtonState(UDebugMenuButton* Button); // 0x23410f0 [Final Native Public]
    void UpdateScreenMessagesButtonState(UDebugMenuButton* Button); // 0x2341520 [Final Native Public]
    void UpdatePlayerHUDButtonState(UDebugMenuButton* Button); // 0x23412d0 [Final Native Public]
    void UpdateInstantPuzzleResolveButtonState(UDebugMenuButton* Button); // 0xec5570 [Final Native Public]
    void UpdateCustomCostFlowButtonState(UDebugMenuButton* Button); // 0xec5570 [Final Native Public]
    void Update(); // 0x274f500 [Event Public]
    void OnUnlockAllSkillsButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnSubtitleButtonClicked(); // 0x2341410 [Final Native Public]
    void OnScreenMessagesButtonClicked(); // 0x2341660 [Final Native Public]
    void OnPlayerHUDButtonClicked(); // 0x23414d0 [Final Native Public]
    void OnInstantPuzzleResolveButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnCustomCostFlowClicked(); // 0xf824b0 [Final Native Public]
    void OnBugItButtonClick(UDebugMenuButton* Button); // 0x2340fa0 [Final Native Public]
    FString GetCurrentInvalidMercunaOctreeInfo(); // 0x2341070 [Final Native Public]
    void BugItGoShotSuccessEvent(); // 0x274f500 [Event Public]
    void ActivatePlayerDebugInfoEvent(); // 0x274f500 [Event Public]

// UMainMenuButtonListWidget (/Script/AtomicHeart.MainMenuButtonListWidget)
    void SelectLoadSlot(UNavigationMenuWidget* InLoadSlot); // 0x2342020 [Final Native Protected]
    void RequestLoadSlotRemoving(); // 0x2342380 [Final Native Protected]
    void RemoveLoadSlot(); // 0x2342360 [Final Native Protected]
    void OnPopUpAccepted(); // 0x2342410 [Final Native Protected]
    void OnLoadSlotEntry(UNavigationMenuWidget* LoadSlot, USlotInfo* SlotInfo); // 0x274f500 [Event Protected]
    void LoadGameRequest(UNavigationMenuWidget* SelectedSlot); // 0x2341b70 [Final Native Protected]
    void InputAxisZ(float Value); // 0x2342540 [Native Protected]
    void InitLoadingList(); // 0x2341b50 [Final Native Protected]
    void CheckSlotsAvailability(bool bWaitForPendingSlots); // 0x2342460 [Final Native Protected]

// UMainMenuDifficultySelectorMovieWidget (/Script/AtomicHeart.MainMenuDifficultySelectorMovieWidget)
    void SetSelected(bool bInSelected); // 0x2342af0 [Final Native Public]
    void OnPauseMediaPlayer(); // 0x23428e0 [Final Native Private]
    void OnMediaPlayerOpened(const FString& OpenedUrl); // 0x2342940 [Final Native Private]
    bool CreateMediaPlayer(); // 0x2342bd0 [Final Native Public]

// UMainMenuLevelSwitcher (/Script/AtomicHeart.MainMenuLevelSwitcher)
    bool GetIsShippingBuild(); // 0x1a26110 [Final Native Protected]

// UMainMenuWidget (/Script/AtomicHeart.MainMenuWidget)
    void TryStartNewGameSubMenu(const ENewGameType& InNewGameType); // 0x2343c90 [Final Native Public]
    void StartNewGameSubMenu(); // 0x2343d60 [Final Native Public]
    void StartNewGame(const FName& LevelName, const FName& LocationName, const FName& PlayerStartName); // 0x2343aa0 [Final Native Public]
    void StartDLC(); // 0x23433f0 [Final Native Protected]
    void ShowPopUp(bool bQuitGame); // 0x2343730 [Final Native Public]
    void ShowOutdatedSavePopUp(); // 0x2343710 [Final Native Public]
    void SetXBoxProfileVisibility(); // 0x274f500 [Event Public]
    void SetInputLock(bool bIsLocked); // 0x2343630 [Final Native Public]
    void RemoveTitleScreen(); // 0x274f500 [Event Protected]
    void QuitGame(); // 0x2343610 [Final Native Public]
    void PlayOpenWorld(); // 0x2343490 [Final Native Protected]
    void OpenSubMenu(const EMainMenuCategory& InMenuType); // 0x2343d80 [Final Native Public]
    void OnTryToStartDLC(const ENewGameType& Dlc); // 0x2343520 [Final Native Protected]
    void OnSkillsDataUpdated(USlotInfo* SaveSlot); // 0x274f500 [Event Public]
    void OnShowSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget, const EMainMenuCategory& InMenuType); // 0x274f500 [Event Protected]
    void OnReturnToPreviousMenu(); // 0x274f500 [Event Public]
    void OnHideSubMenuWidgetEvent(UAHBaseUserWidget* InSubMenuWidget); // 0x274f500 [Event Protected]
    void OnFailToStartGame(); // 0x274f500 [Event Protected]
    void OnEntitlementDiscovered(const EEntitlements& Entitlement); // 0x2343030 [Final Native Protected]
    void OnClosed(); // 0x23433d0 [Final Native Protected]
    void OnAnyButtonPressed(); // 0x21e9720 [Native Protected]
    void LoadLastSaveGame(); // 0x23433b0 [Final Native Protected]
    void LoadGame(int32 SlotId); // 0x2343840 [Final Native Public]
    bool HasVisibleSaveSlots(); // 0x2343320 [Final Native Protected]
    void HandleControllerPairingChangedEvent(); // 0x274f500 [Event Protected]
    void ExitToMainMenu(); // 0x23435f0 [Final Native Public]
    UPopUpWidget* CreatePopUp(); // 0x2343810 [Final Native Public]
    void ContinueGame(); // 0x2343910 [Final Native Public]
    void CheckSaveSlots(); // 0x274f500 [Event Protected]
    bool CheckGameFinished(); // 0x2343420 [Final Native Protected]
    bool CanLoadGameWithSlots(); // 0x2343270 [Final Native Protected]
    void ActivateSubNavigation(bool bActivate); // 0x2343190 [Final Native Protected]

// AManikenCharacter (/Script/AtomicHeart.ManikenCharacter)
    void SaveAngularLimits(const TArray<void>& InConstraintNames); // 0x2344a50 [Final Native Protected]
    void ResetAngularLimits(); // 0x23445e0 [Final Native Protected]
    void GetSavedAngularLimitsForConstraint(const FName& InConstraintName, const float& OutSwing1LimitAngle, const float& OutTwistLimitAngle, const float& OutSwing2LimitAngle); // 0x2344600 [Final Native Protected]
    TMap<FName, void> GetAllSavedAngularLimits(); // 0x2344960 [Final Native Protected]

// AManikenRagdollOnCollision (/Script/AtomicHeart.ManikenRagdollOnCollision)
    void OnThisTakeAnyDamage(AActor* DamagedActor, float Damage, UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser); // 0x23454b0 [Final Native Protected]
    void OnThisBeginOverlap(AActor* OverlappedActor, AActor* OtherActor); // 0x23457a0 [Final Native Protected]
    void OnSkeletalMeshHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0x2345190 [Final Native Protected]
    void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2344e10 [Final Native Protected]
    TArray<void> GetActorsToSetPhysics(); // 0x2344d20 [Native Event Protected]

// UMapsLoadOrderWrapper (/Script/AtomicHeart.MapsLoadOrderWrapper)
    void OnStreamingLevelLoaded(); // 0x2346040 [Final Native Protected]

// UMaterialUtils (/Script/AtomicHeart.MaterialUtils)
    void TurnOffPaniniForMesh(USkeletalMeshComponent* Mesh, const TArray<TArray<void>>& InitialPushMaxValues, const TArray<void>& DynamicMaterialInstances); // 0x2347580 [Final Native Static Public]
    bool TryGetLocalBoneTransformInRefPose(USkeletalMesh* SkeletalMesh, int32 BoneIndex, FTransform& OutTransform); // 0x23469c0 [Final Native Static Public]
    bool TryGetImpactPointInRefPoseSpace(FHitResult& HitResult, const FVector& OutPoint); // 0x2346ea0 [Final Native Static Public]
    bool TryGetBoneTransformInRefPoseSpace(USkeletalMesh* SkeletalMesh, int32 BoneIndex, FTransform& OutTransform); // 0x2346c70 [Final Native Static Public]
    void ShowMaterialSlot(USkinnedMeshComponent* MeshComponent, int32 MaterialSlotIndex, bool bShow, int32 InLODIndex); // 0x23463f0 [Final Native Static Public]
    void SetScalarParameterToAllMaterialInstances(const TArray<FName>& MaterialInstancesArray, const FName& ParameterName, float Value); // 0x23471c0 [Final Native Static Public]
    void ResetPanini(const TArray<TArray<void>>& InitialPushMaxValues, const TArray<void>& DynamicMaterialInstances); // 0x23473e0 [Final Native Static Public]
    void EnablePaniniForMesh(UMeshComponent* Mesh, bool bInEnable); // 0x2347a50 [Final Native Static Public]
    void EnablePaniniForActor(AActor* Actor, bool bInEnable); // 0x2347790 [Final Native Static Public]
    void CreateDynamicInstanceForAllMaterials(UMeshComponent* MeshComponent, const TArray<void>& OutMaterialInstancesArray); // 0x2347060 [Final Native Static Public]
    void CopyMaterialInstances(UMeshComponent* SourceMeshComponent, UMeshComponent* DestinationMeshComponent); // 0x2346870 [Final Native Static Public]

// UMathUtils (/Script/AtomicHeart.MathUtils)
    float UnwindAngleFullCircle(float Angle); // 0x234c4b0 [Final Native Static Public]
    FRotator RotateComponentToNormal(USceneComponent* InRootComponent, const FVector& InNormal); // 0x2347f30 [Final Native Static Public]
    bool NumbersHaveSameSign(float A, float B); // 0x23480a0 [Final Native Static Public]
    bool IsLocationInSectorRange(AActor* Actor, const FVector& Location, float SectorDegreesMin, float SectorDegreesMax); // 0x234ab70 [Final Native Static Public]
    bool IsLocationInSector(AActor* Actor, const FVector& Location, float SectorDegrees); // 0x234ae30 [Final Native Static Public]
    bool IsDistanceBetweenCharactersWithinThreshold(ACharacter* FirstActor, ACharacter* SecondActor, float Threshold); // 0x234a1e0 [Final Native Static Public]
    bool IsDirectionOutOfSector2D(const FVector2D& Direction, float StartAngle, float EndAngle); // 0x2349e00 [Final Native Static Public]
    bool IsDirectionInSector2D(const FVector2D& Direction, float StartAngle, float EndAngle); // 0x2349ff0 [Final Native Static Public]
    bool IsCapsuleIntersectingPlane(const FVector& PlaneBase, const FVector& PlaneNormal, float CapsuleRadius, float CapsuleHalfHeight, FTransform& CapsuleTransform, const FVector& OutReferencePointOnPlane); // 0x2349090 [Final Native Static Public]
    float GetSquaredDistanceBetweenActors(AActor* FirstActor, AActor* SecondActor); // 0x234a890 [Final Native Static Public]
    ESide GetSideBetweenActors(AActor* InActor, AActor* InTargetActor); // 0x234b7f0 [Final Native Static Public]
    void GetPitchAndSideToLocation(const FVector& TargetLocation, const FVector& TargetLocationOnHorizontalPlane, const FVector& Location, const FVector& RightVector, const float& Degrees, const ESide& TurnSide); // 0x234b040 [Final Native Static Public]
    AAHBaseCharacter* GetFirstCharacterInConeShapeFromPlayerCamera(AAHBaseCharacter* OwnerCharacter, float Distance, float Radius, float CloseRangeDistance, float CloseRangeAngle); // 0x23494a0 [Final Native Static Public]
    void GetDegreesToLocation(const FVector& TargetLocation, const FVector& Location, const FVector& ForwardVector, const float& Degrees); // 0x234b3f0 [Final Native Static Public]
    float GetDegreesBetweenTwoVectors(const FVector& VectorA, const FVector& VectorB); // 0x234c330 [Final Native Static Public]
    void GetDegreesAndSideToLocation(const FVector& TargetLocation, const FVector& Location, const FVector& RightVector, const FVector& ForwardVector, const float& Degrees, const ESide& TurnSide); // 0x234bcc0 [Final Native Static Public]
    void GetDegreesAndSideToActorLocation(const FVector& TargetLocation, AActor* Actor, const float& Degrees, const ESide& TurnSide); // 0x234c0b0 [Final Native Static Public]
    bool GetConeSphereIntersect(const FVector& ConeOrigin, const FVector& ConeDirection, float ConeAngle, const FVector& SphereCenter, float SphereRadius); // 0x2348210 [Final Native Static Public]
    bool GetConeSegmentIntersect(const FVector& ConeOrigin, const FVector& ConeDirection, float ConeAngle, const FVector& A, const FVector& B); // 0x2349ac0 [Final Native Static Public]
    bool GetConeRectIntersect(const FVector& ConeOrigin, const FVector& ConeDirection, float ConeAngle, const FVector2D& Rect, const FTransform& RectTransform); // 0x2348930 [Final Native Static Public]
    bool GetConeCapsuleIntersect(const FVector& ConeOrigin, const FVector& ConeDirection, float ConeAngle, float CapsuleRadius, float CapsuleHalfHeight, const FTransform& CapsuleTransform); // 0x2348c90 [Final Native Static Public]
    bool GetConeBoxIntersect(const FVector& ConeOrigin, const FVector& ConeDirection, float ConeAngle, const FVector& Box, const FTransform& BoxTransform); // 0x23485a0 [Final Native Static Public]
    float DistanceBetweenCharacters(ACharacter* FirstActor, ACharacter* SecondActor); // 0x234a560 [Final Native Static Public]

// AMatkaCharacter (/Script/AtomicHeart.MatkaCharacter)
    void OnTrackingVolumeEndOverlap(AActor* OverlappedActor, AActor* OtherActor); // 0x234cc30 [Final Native Private]
    void OnTrackingVolumeBeginOverlap(AActor* OverlappedActor, AActor* OtherActor); // 0x234ce00 [Final Native Private]
    void OnChildCharacterEvent(FAHCharacterEvent& Event); // 0x234d180 [Final Native Private]
    void OnChildCharacterDestroyed(AActor* Actor); // 0x234d0a0 [Final Native Private]

// AMechanicalLock (/Script/AtomicHeart.MechanicalLock)
    void UpdateTentacleRotation(float InAlpha); // 0x234d850 [Final Native Public]
    void UpdateLockAlpha(float InAlpha); // 0x234d960 [Final Native Public]
    void StopLockpickingEvent(); // 0x274f500 [Event Public]
    void StopLockpicking(); // 0x234dc10 [Final Native Public]
    void StartLockpickingEvent(); // 0x274f500 [Event Public]
    void StartLockpicking(); // 0x234dca0 [Final Native Public]
    void StartDoneExit(); // 0x234d940 [Final Native Public]
    void OnTurnEvent(float Value); // 0x274f500 [Event Public]
    void OnTurn(float Value); // 0x234d4b0 [Final Native Public]
    void OnBackButtonPressed(); // 0x234d5a0 [Final Native Public]
    void OnActionReleased(); // 0x234d5f0 [Final Native Public]
    void OnActionPressed(); // 0x234d650 [Final Native Public]
    void OnActionEvent(bool bIsPressed); // 0x274f500 [Event Public]
    void LockSetupEvent(int32 InDifficulty); // 0x274f500 [Event Public]
    void LinkLockStaticMesh(UStaticMeshComponent* InMesh); // 0x234d6b0 [Final Native Public]
    void InitLock(); // 0x234dbf0 [Final Native Public]
    ULockComponent* GetLockComponent(); // 0x234dcc0 [Final Native Public]
    void ExitEvent(); // 0x274f500 [Event Public]
    void DoneExitEvent(); // 0x274f500 [Event Public]
    void ConsumeLockpick(); // 0x234dcf0 [Final Native Public]
    void AssignTentaclesSceneComponent(USceneComponent* InSceneComponent); // 0x234da50 [Final Native Public]

// UMedicAnimInstance (/Script/AtomicHeart.MedicAnimInstance)
    void TimerDone(); // 0x234e330 [Final Native Private]
    void AnimNotify_WalkStartPosition(UAnimNotify* AnimNotify); // 0x234e360 [Final Native Protected]

// UMeleeAbility (/Script/AtomicHeart.MeleeAbility)
    void RemoveHittenActor(AActor* InHittenActor); // 0x234ec50 [Final Native Public]
    void OnAnimNotifyCheckForCollision(const ELimbType& InLimb); // 0x22e5e50 [Final Native Public]
    void OnAnimNotifyActivateMeleeCollisions(const FMeleeHitInfo& InHitInfo, bool bInEnable, bool bInMontageHasDirectHitNotifier); // 0x234ed30 [Final Native Public]

// AMeleeWeapon (/Script/AtomicHeart.MeleeWeapon)
    void ResetMeleeCollisions(); // 0x234f100 [Final Native Protected]
    float GetDirectHitSphereRadius(); // 0x234f850 [Native Event Public]
    float GetDirectHitLength(); // 0x234f890 [Native Event Public]
    void ApplyDefaultMeleeCollisions(); // 0x234f830 [Final Native Protected]
    void ApplyCustomMeleeCollisionsV2(const ELimbType& LimbType, const FName& CollisionRootBoneName, const FVector& Direction, const FVector& Offset, float Radius, float Distance); // 0x234f160 [Final Native Protected]
    void ApplyCustomMeleeCollisions(const FName& CollisionRootBoneName, const FVector& Direction, const FVector& Offset, float Radius, float Distance); // 0x234f510 [Final Native Protected]

// UMeleeWeaponStatusWidget (/Script/AtomicHeart.MeleeWeaponStatusWidget)
    void OnBrokenEvent(); // 0x274f500 [Event Protected]
    void OnAbilityEnded(UGameplayAbility* InAbility, const ECharacterAbilities& InAbilityType); // 0x234fd60 [Final Native Protected]

// UMeshPostProcessComponent (/Script/AtomicHeart.MeshPostProcessComponent)
    void AddOrUpdateBlendable(const TScriptInterface<IBlendableInterface>& InBlendableObject, float InWeight); // 0x2350250 [Final Native Public]

// AMovableTurretCharacter (/Script/AtomicHeart.MovableTurretCharacter)
    void RequestFromFoldedToJump(); // 0x2350960 [Final Native Public]
    void MakeAggressiveToPlayer(); // 0x2350980 [Final Native Public]
    AMovableTurretController* GetTurretController(); // 0x23509c0 [Final Native Public]

// UMovableTurretCharAnimInstance (/Script/AtomicHeart.MovableTurretCharAnimInstance)
    bool GetShouldLookAt(); // 0x2350bd0 [Final Native Public]
    bool GetIsFolded(); // 0x2350c90 [Final Native Public]

// AMovableTurretController (/Script/AtomicHeart.MovableTurretController)
    void SetShouldMoveToFirstFollowLocation(bool bShouldMoveToFirstFollowLocation); // 0x2350e90 [Final Native Public]
    void SetShouldJumpDown(bool bShouldJumpDown); // 0x2350fa0 [Final Native Public]
    void SetIsPreInitialization(bool bIsPreInitialization); // 0x2351220 [Final Native Public]
    void SetIsFolded(bool bIsFolded); // 0x2351110 [Final Native Public]
    bool GetShouldMoveToFirstFollowLocation(); // 0x2350f70 [Final Native Public]
    bool GetShouldJumpDown(); // 0x2351080 [Final Native Public]
    bool GetIsPreInitialization(); // 0x2351300 [Final Native Public]
    bool GetIsFolded(); // 0x23511f0 [Final Native Public]

// UMovedToStorageWidget (/Script/AtomicHeart.MovedToStorageWidget)
    void OnIconLoadedEvent(); // 0x274f500 [Event Public]

// AMovingBomb (/Script/AtomicHeart.MovingBomb)
    void SetTargetEnemy(AActor* InTargetEnemy); // 0x233b420 [Native Public]
    void OnEnemySensed(); // 0x274f500 [Event Protected]

// AMovingPelican (/Script/AtomicHeart.MovingPelican)
    void SetTargetMoveSpeed(float Value); // 0x2352150 [Final Native Protected]
    void SetTargetMeshRotation(const FRotator& Rotation); // 0x2352290 [Final Native Protected]
    void SetStartSplineDistance(float Value); // 0x23527b0 [Final Native Protected]
    void SetSplineDriftOffset(float Value); // 0x23526e0 [Final Native Protected]
    void SetSpline(USplineComponent* Spline); // 0x2352b50 [Final Native Protected]
    void SetRotationInterpSpeed(float Value); // 0x2352540 [Final Native Protected]
    void SetReverseMovement(bool bReverse); // 0x2352880 [Final Native Protected]
    void SetLocationInterpSpeed(float Value); // 0x2352610 [Final Native Protected]
    void SetEnableMovement(bool bValue); // 0x2352970 [Final Native Protected]
    void SetCurrentMovementSpeed(float Speed); // 0x2352a80 [Final Native Protected]
    FRotator GetTargetMeshRotation(); // 0x2352230 [Final Native Protected]

// UMutableItemSubsystem (/Script/AtomicHeart.MutableItemSubsystem)
    void OnContainerPurged(APickupableItemContainer* UsedContainer); // 0x2353270 [Final Native Protected]
    void OnContainerEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x2353350 [Final Native Protected]
    void ConsumeDumpedMutablePhases(); // 0x23535a0 [Final Native Public]

// AMutantCharacter (/Script/AtomicHeart.MutantCharacter)
    void OnTransformationFinished(); // 0x2354740 [Final Native Protected]
    void K2_OnTransformFromCorpse(); // 0x274f500 [Event Protected]

// UMutantCharacterAnimInstance (/Script/AtomicHeart.MutantCharacterAnimInstance)
    float GetTurnTypeValue(); // 0x2354910 [Final Native Public]
    float GetCachedTurnWalkingValue(); // 0x23548f0 [Final Native Public]
    float GetCachedTurnWalkingAngleValue(); // 0x23548d0 [Final Native Public]
    float GetAccelerationTypeValue(); // 0x2354930 [Final Native Public]

// ANatashaCharacter (/Script/AtomicHeart.NatashaCharacter)
    void OnSpawnBomb(); // 0x2354cf0 [Native Event Protected]

// ANatashaHomingBullet (/Script/AtomicHeart.NatashaHomingBullet)
    void SetTargetSpeed(float InTargetSpeed); // 0x2355020 [Final Native Protected]
    void InitTargetEnemy(AAHBaseCharacter* TargetEnemy); // 0x23550f0 [Final Native Protected]

// UNavigationMenuWidget (/Script/AtomicHeart.NavigationMenuWidget)
    void UpdateData(const FText& CategoryText, int32 CategoryIndex); // 0x23555c0 [Final Native Public]
    void SetSelected(bool InSelected); // 0x23554e0 [Final Native Public]
    void SetHovered(bool InHovered); // 0x2355400 [Final Native Public]
    void SetAlreadySeen(bool bInAlreadySeen); // 0x2355300 [Final Native Public]
    void OnUpdateDataEvent(); // 0x274f500 [Event Public]
    void OnSetSelectedEvent(bool InSelected); // 0x274f500 [Event Public]
    void OnSetAvailableEvent(bool bOutIsAvailable); // 0x274f500 [Event Public]
    void OnSetAlreadySeenEvent(bool bInAlreadySeen); // 0x274f500 [Event Public]

// UNavigationPanelWidget (/Script/AtomicHeart.NavigationPanelWidget)
    void SetMenuDefaultState(); // 0x2356090 [Final Native Public]
    void SetFirstNavElementSelected(); // 0x23560e0 [Final Native Public]
    void SetFirstNavElementHovered(); // 0x23560b0 [Final Native Public]
    void SetActiveNavigation(bool bActive); // 0x274f500 [Event Public]
    void RemoveButtonByID(int32 InIndex); // 0x2355f10 [Final Native Public]
    void HoverNavButton(UNavigationMenuWidget* Button); // 0x2356150 [Final Native Public]
    bool GetIsNavigationActive(); // 0x2355d80 [Final Native Public]
    UNavigationMenuWidget* GetButtonByID(int32 InButtonID); // 0x2355df0 [Final Native Public]
    int32 GetAvailableButtonsCount(); // 0x2355da0 [Final Native Public]
    void ClickNavButton(UNavigationMenuWidget* Button); // 0x2356230 [Final Native Public]
    void ChangeButtonVisibilityByIndex(int32 InIndex, const ESlateVisibility& NewVisibility); // 0x2355b60 [Final Native Public]

// UNavMeshUtils (/Script/AtomicHeart.NavMeshUtils)
    bool AreNavMeshPointsDirectlyConnected(UWorld* World, AController* Querier, const FVector& StartPos, const FVector& DestinationPos); // 0x2356d20 [Final Native Static Public]

// ANeuralMinigame (/Script/AtomicHeart.NeuralMinigame)
    void StopCastingRays(); // 0x2357130 [Final Native Public]
    void StartCastingRays(); // 0x23571d0 [Final Native Public]
    void OnCheckedForSolving(bool bIsSolved); // 0x14ab3b0 [Native Event Public]
    bool CheckForSolving(); // 0x2357100 [Final Native Public]

// ANeuralPillar (/Script/AtomicHeart.NeuralPillar)
    void OnCalculationPassCompleted(); // 0x22116d0 [Native Event Public]
    void EnableRayComponentsDraw(); // 0x2357590 [Final Native Public]
    void DisableRayComponentsDraw(); // 0x2357570 [Final Native Public]
    void ClearReceivedRaysArray(); // 0x2357540 [Final Native Public]
    void CastRaysFromActiveComponents(); // 0x23575d0 [Final Native Public]
    void CalculatePillarSign(); // 0x23575b0 [Final Native Public]

// ANeuralPuzzleBase (/Script/AtomicHeart.NeuralPuzzleBase)
    void StopRaycast(); // 0x2357c50 [Final Native Public]
    void PerformRaycast(); // 0x2357c70 [Final Native Public]
    ENeuralSign GetSlotSignWithPillarOverlap(USphereComponent* InSlot); // 0x2357a00 [Final Native Public]
    int32 GetAttachedPillarIndex(USphereComponent* SphereComponent); // 0x2357830 [Final Native Public]

// UNoiseIndicatorWidget (/Script/AtomicHeart.NoiseIndicatorWidget)
    void OnNewFootStepEvent(float InLoudness); // 0x274f500 [Event Protected]
    void OnDeActivatedEvent(); // 0x274f500 [Event Protected]
    void OnActivatedEvent(); // 0x274f500 [Event Protected]

// ANoteObject (/Script/AtomicHeart.NoteObject)
    void OnCloseNote(); // 0x274f500 [Event Public]

// UNoteWidget (/Script/AtomicHeart.NoteWidget)
    void OnCloseNote(); // 0x2358330 [Final Native Protected]

// UNPCReactionComponent (/Script/AtomicHeart.NPCReactionComponent)
    void OnOverlapWithPlayerEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x23591e0 [Final Native Public]
    void OnOverlapWithPlayerBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x23594c0 [Final Native Public]
    void Interacted(UActiveUserComponent* ActiveUserComponent); // 0x23590d0 [Final Native Public]
    bool CanReactToPlayer(); // 0x23591b0 [Final Native Public]

// UNPCSubtitleWidget (/Script/AtomicHeart.NPCSubtitleWidget)
    void ShowSentence(FText& Text); // 0x274f500 [Event Public]
    void SetOwner(AActor* Owner); // 0x2359ad0 [Final Native Public]
    void SetMaxDrawDistance(float MaxDistance); // 0x23599f0 [Final Native Public]
    void HideWidget(bool bInShouldHide); // 0x274f500 [Event Public]
    void HideSentence(); // 0x274f500 [Event Public]
    void CheckDistance(); // 0x23599d0 [Final Native Public]

// IOccludable (/Script/AtomicHeart.Occludable)
    void UpdateOcclusion(float OcclusionValue); // 0x235a840 [Native Event Public]
    bool ShouldUpdateOcclusion(); // 0x235a810 [Native Event Public]
    FVector GetLocation(const FName& SoketName); // 0x235a700 [Native Event Public]
    AActor* GetActor(); // 0x235a6d0 [Native Event Public]

// AOnlyTickableInEditor (/Script/AtomicHeart.OnlyTickableInEditor)
    void ResetOuter(UObject* Object, UObject* Outer); // 0x235aae0 [Final Native Public]
    void K2_OnBeginDelete(); // 0x274f500 [Event Public]
    AOnlyTickableInEditor* GetCDO(); // 0x235aa40 [Final Native Public]
    void CustomPostEdit(); // 0x274f500 [Event Public]
    void BlueprintEditorTick(float DeltaTime); // 0x274f500 [Event Public]

// IOnScreenDescription (/Script/AtomicHeart.OnScreenDescription)
    void StopDescription(); // 0x235ada0 [Native Event Public]
    void StartDescription(const FVector& Location); // 0x2338fd0 [Native Event Public]
    void DescriptionMini(FText& Text, const FVector& Location); // 0x235adc0 [Native Event Public]
    void DescriptionMain(FText& Text, float Duration, bool bHighPriorityDuration); // 0x235afa0 [Native Event Public]
    void DescriptionBase(FText& Text, float Duration, bool bHighPriorityDuration); // 0x235b200 [Native Event Public]

// UOptionsParameterWidget (/Script/AtomicHeart.OptionsParameterWidget)
    void SwitchParameterForward(); // 0x274f500 [Event Public]
    void SwitchParameterBackward(); // 0x274f500 [Event Public]
    void ShowParameter(); // 0x274f500 [Event Public]
    void ShowKey(FKey& InKey); // 0x274f500 [Event Public]
    void SetValues(const TArray<int32>& InValues, int32 InInitialValue, const FText& InDescription, const FString& InParameterID); // 0x235bd20 [Final Native Public]
    void SetRangeInt(int32 Min, int32 Max, int32 Step, int32 InitialValue); // 0x235ba70 [Final Native Public]
    void SetRangeFloat(float Min, float Max, float Step, float InitialValue); // 0x235b7e0 [Final Native Public]

// UOptionsWidget (/Script/AtomicHeart.OptionsWidget)
    void SwitchGamepadLayoutForward(); // 0x274f500 [Event Protected]
    void SwitchGamepadLayoutBackward(); // 0x274f500 [Event Protected]
    void ShowRestoreDefaults(); // 0x274f500 [Event Protected]
    void ShowApply(); // 0x274f500 [Event Protected]
    void SetPresetIndex(int32 PresetIndex); // 0x235d6c0 [Final Native Public]
    void SetParameterAvailability(const FString& InSettingID, bool InbAvailable); // 0x235c850 [Final Native Protected]
    void SetAdvancedSettingsCategory(UNavigationMenuWidget* InButtonWidget, const EOptionsCategory& InCategory); // 0x274f500 [Event Protected]
    void SelectParameter(UNavigationMenuWidget* InParameterWidget); // 0x235c470 [Final Native Protected]
    void RestoreDefaultsAccepted(); // 0x235cf20 [Final Native Protected]
    void RestoreDefaults(); // 0x235cf70 [Final Native Protected]
    void ResetChanges(); // 0x235d090 [Final Native Protected]
    void RequestSetActionToNewKey(UOptionsParameterWidget* InControlParameter); // 0x235d190 [Final Native Protected]
    void RemapInputSetting(const FString& SettingId, const FKey& NewKey); // 0x235d3c0 [Final Native Public]
    void OpenCategory(const EOptionsCategory& InCategory); // 0x274f500 [Event Protected]
    void OpenAdvancedSettings(UNavigationMenuWidget* InNavigationButton); // 0x274f500 [Event Protected]
    void OnSettingChanged(const FString& InSettingID); // 0x235c710 [Final Native Protected]
    void OnRemappingStarted(); // 0x274f500 [Event Public]
    void OnRemapKeyPressed(const FString& SettingId, FKey& NewKey, FKey& OldKey); // 0x274f500 [Event Public]
    void OnPresetChanged(int32 ParameterIndex, int32 IntValue, float FloatValue); // 0x235ca10 [Final Native Protected]
    void OnPopUpDeclined(); // 0x235ceb0 [Final Native Protected]
    void OnPopUpAccepted(); // 0x235cf00 [Final Native Protected]
    void OnParameterSelected(UNavigationMenuWidget* OutParameterWidget); // 0x274f500 [Event Protected]
    void OnParameterChanged(int32 ParameterIndex, int32 IntValue, float FloatValue); // 0x235cc00 [Final Native Protected]
    void OnDlcInitializingComplete(); // 0x235c550 [Final Native Protected]
    void OnBlockTitleAdded(UUserWidget* OutBlockTitleWidget, FText& OutTitle); // 0x274f500 [Event Protected]
    void MapKeyToAction(const FKey& InToKey); // 0x235d270 [Final Native Protected]
    bool HasAnyChangedParameter(); // 0x235cf40 [Final Native Protected]
    void GetSettingChangedPopupMessage(const FString& SettingId, FText& OutText); // 0x274f500 [Event Protected]
    int32 GetPresetIndex(); // 0x235d650 [Final Native Public]
    void FillCategoryParameters(); // 0x235d3a0 [Final Native Protected]
    void DeclineEmpty(); // 0xf824b0 [Final Native Protected]
    void DeclineAndClose(); // 0x235ce10 [Final Native Protected]
    void ApplySettings(); // 0x235c570 [Final Native Protected]
    void ApplyChanges(bool bIsRestartRequired); // 0x235d0b0 [Final Native Protected]
    void AcceptRestart(); // 0x235cdf0 [Final Native Protected]
    void AcceptAndClose(); // 0x235ce70 [Final Native Protected]

// UOverlapEffectApplierBulletComponent (/Script/AtomicHeart.OverlapEffectApplierBulletComponent)
    void OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x235e340 [Final Native Protected]
    void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x235e5b0 [Final Native Protected]

// UOverlapImpulseApplierBulletComponent (/Script/AtomicHeart.OverlapImpulseApplierBulletComponent)
    void OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x235ead0 [Final Native Protected]
    void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x235ee00 [Final Native Protected]

// IPanel3D (/Script/AtomicHeart.Panel3D)
    UStagePanel3D* GetStage3DRoot(); // 0x235fb80 [Native Event Public]
    TScriptInterface<IPanel3D> GetParentPanel3D(); // 0x235fb40 [Native Event Public]

// UPanelEffect3D (/Script/AtomicHeart.PanelEffect3D)
    void SetZStep(float InZStep); // 0x235ff20 [Final Native Public]
    void SetZForward(bool InbZForward); // 0x235fe10 [Final Native Public]
    void SetTranslation3D(const FVector& InTranslatio3D); // 0x23605c0 [Final Native Public]
    void SetTransform3D(FTransform& InTransform3D); // 0x2360740 [Final Native Public]
    void SetScale3D(const FVector& InScale3D); // 0x2360330 [Final Native Public]
    void SetRotation3D(const FVector& InRotation3D); // 0x23604b0 [Final Native Public]
    void SetMinAlpha(float InMinAlpha); // 0x2360020 [Final Native Public]
    void SetMaxAlpha(float InMaxAlpha); // 0x2360120 [Final Native Public]
    void SetEffectLayers(float InEffectLayers); // 0x2360220 [Final Native Public]
    float GetZStep(); // 0x2360000 [Final Native Public]
    bool GetZForward(); // 0x235ff00 [Final Native Public]
    FVector GetTranslation3D(); // 0x2360710 [Final Native Public]
    FTransform GetTransform3D(); // 0x2360970 [Final Native Public]
    FVector GetScale3D(); // 0x2360480 [Final Native Public]
    FVector GetRotation3D(); // 0x2360590 [Final Native Public]
    float GetMinAlpha(); // 0x2360100 [Final Native Public]
    float GetMaxAlpha(); // 0x2360200 [Final Native Public]
    float GetEffectLayers(); // 0x2360310 [Final Native Public]

// UPendingWeaponsWidget (/Script/AtomicHeart.PendingWeaponsWidget)
    void OnSlotUnbinded(int32 SlotIndex); // 0x274f500 [Event Public]
    void OnSlotRebinded(int32 SlotIndex, UDA_ItemBase* ItemDataAsset, bool bHasAmmo); // 0x274f500 [Event Public]
    void OnSlotActivation(int32 SlotIndex, bool bActivated); // 0x274f500 [Event Public]
    void OnNewSlotInfo(int32 SlotIndex, UDA_ItemBase* ItemDataAsset, bool bHasAmmo); // 0x274f500 [Event Public]
    void OnNewPendingSlot(int32 NewPendingSlotIndex, int32 OldPendingSlotIndex); // 0x274f500 [Event Public]
    float GetPendingSlotSelectionProgress(); // 0x2362520 [Final Native Public]

// APerceptionVolume (/Script/AtomicHeart.PerceptionVolume)
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x2362790 [Native Protected]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2254240 [Native Protected]

// APhysicalPropActor (/Script/AtomicHeart.PhysicalPropActor)
    bool CanDeactivatePhysics(); // 0x14ab380 [Native Event Public]
    void ActivatePhysicsSimulation(bool bActivate, bool bForceRefresh); // 0x2364750 [Final Native Public]

// UPhysicalStaticMeshComponent (/Script/AtomicHeart.PhysicalStaticMeshComponent)
    void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x23649a0 [Final Native Protected]
    void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x2365000 [Final Native Protected]
    void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2364c90 [Final Native Protected]
    void ActivatePhysicsSimulation(bool bActivate, bool bForceRefresh); // 0x2365270 [Final Native Public]

// UPhysicsCollisionFixerComponent (/Script/AtomicHeart.PhysicsCollisionFixerComponent)
    void SetPhysicsCollisionComponent(UPrimitiveComponent* InComponent); // 0x23655c0 [Final Native Protected]

// APlasmagunBulletProjectile (/Script/AtomicHeart.PlasmagunBulletProjectile)
    void OnSegmentHitActor(AActor* HitActor, const FHitResult& HitResult, bool IsSegmentDead); // 0x274f500 [Event Protected]
    void K2_Initialize(); // 0x274f500 [Event Protected]
    int32 GetActiveSegmentsCount(); // 0x2354930 [Final Native Protected]

// UPlayerEquipmentComponent (/Script/AtomicHeart.PlayerEquipmentComponent)
    void OnInventoryItemTaken(FInventoryData& Data); // 0x274f500 [Event Protected]
    void K2_BindItemToSlot(FInventoryData& Data, int32 SlotIndex); // 0x2366100 [Final Native Protected]
    void K2_AddLoadOutToInventory(UDA_CharacterLoadout* InLoadout); // 0x23662a0 [Final Native Protected]
    bool CanProceedSpawningItem(FInventoryData& Data); // 0x274f500 [Event Protected]

// UHUDVolumeEffect (/Script/AtomicHeart.HUDVolumeEffect)
    void OnStartToReturn(); // 0x2366670 [Final Native Private]

// UPlayerHUD (/Script/AtomicHeart.PlayerHUD)
    void ShowQuestMarksEvent(bool bShow); // 0x274f500 [Event Public]
    ESlateVisibility ShowMeleeCrosshair(); // 0x2366930 [Final Native Protected]
    ESlateVisibility ShowCrosshair(); // 0x2366a60 [Final Native Protected]
    void SetPartVisibilityEvent(uint8 PartByte, bool bVisible); // 0x274f500 [Event Public]
    void SetAllPartsVisibilityEvent(bool bVisible); // 0x274f500 [Event Public]
    void ProjectWidgetOnScreenFromWorldPosition(const FVector2D& InContainerHalfSize, UWidget* InWidget, const FVector& InWorldPosition, const bool& OutOnScreen, const FVector2D& OutOnScreenPosition); // 0x2366ab0 [Final Native Public]
    void OnToggleSkinShopEvent(); // 0x274f500 [Event Public]
    void OnShowNoteHintEvent(UDA_NoteInfo* InNoteInfo); // 0x274f500 [Event Protected]
    void OnPlayerDeath(FHitParameters& HitParameters); // 0x274f500 [Event Protected]
    void OnHideNoteHintEvent(); // 0x274f500 [Event Protected]
    void OnGivenInputTipEvent(const ETipImportanceType& TipType); // 0x274f500 [Event Protected]
    void OnDoneInputTipEvent(const ETipImportanceType& TipType); // 0x274f500 [Event Protected]
    void InitForLimbo(); // 0x274f500 [Event Protected]
    void InitDoulbeBossHealthBars(AAHAICharacter* CharacterOne, AAHAICharacter* CharacterTwo); // 0x274f500 [Event Public]
    void HudSetVisibility(bool bVisible); // 0x274f500 [Event Public]
    void HideRadialMenuEvent(); // 0x274f500 [Event Public]
    void HideDoubleBossHealthBars(); // 0x274f500 [Event Public]
    void HideBossHealthBarEvent(); // 0x274f500 [Event Public]
    AAHPlayerCharacter* GetPlayerCharacter(); // 0x2366a90 [Final Native Protected]
    FText GetLockpickHintText(); // 0x2366890 [Final Native Protected]
    FText GetInputTipText(); // 0x23667f0 [Final Native Protected]
    FText GetHintDescription(); // 0x2366750 [Final Native Protected]
    void EnableHudElements(bool bEnable); // 0x274f500 [Event Public]

// UPlayerHUDItemsRadialMenu (/Script/AtomicHeart.PlayerHUDItemsRadialMenu)
    void UpdateWeaponStats(); // 0x23688d0 [Final Native Protected]
    bool TryToGetCurrentRebindItem(FInventoryData& OutItem); // 0x2367fd0 [Final Native Private]
    void SetPointerLockState(bool bIsLocked); // 0x2368fb0 [Final Native Protected]
    void SelectCassetteByIndex(int32 InIndex); // 0x23691b0 [Final Native Public]
    void ScrollBindableItem(float AxisValue); // 0x2368640 [Final Native Protected]
    void Scroll(float AxisValue); // 0x23682b0 [Final Native Private]
    void OnToggleRadialMenuReleased(); // 0x2368190 [Final Native Private]
    void OnSelectorChangeStateEvent(bool bInState); // 0x274f500 [Event Public]
    void OnSectorIndexChangedInSelectionMode(); // 0x274f500 [Event Protected]
    void OnSectorIndexChangedEvent(); // 0x274f500 [Event Protected]
    void OnRebindRotate(); // 0x274f500 [Event Protected]
    void OnRebindOpen(); // 0x274f500 [Event Protected]
    void OnRebindForceClose(); // 0x274f500 [Event Protected]
    void OnRebindClose(); // 0x274f500 [Event Protected]
    void OnPointerLockStateChanged(bool bIsLocked); // 0x274f500 [Event Protected]
    void OnJoystickInputTriggered(FInputActionValue& ActionValue); // 0x2368380 [Final Native Private]
    void OnItemChangedEvent(); // 0x274f500 [Event Public]
    void OnChoosePreviousItem(); // 0x23681d0 [Final Native Private]
    void OnChooseNextItem(); // 0x2368230 [Final Native Private]
    void OnChooseCurrentItem(); // 0x2368290 [Final Native Private]
    void K2_OnItemChangeSound(); // 0x274f500 [Event Public]
    void K2_OnCloseSound(); // 0x274f500 [Event Public]
    void K2_OnApplySound(); // 0x274f500 [Event Public]
    int32 GetTotalSectors(); // 0x2368b80 [Final Native Protected]
    FVector2D GetSlotItemDirection(int32 InSlotIndex); // 0x2367ef0 [Final Native Private]
    int32 GetSelectedWeaponUpgradesCount(); // 0x2368c10 [Final Native Protected]
    UDA_ItemBaseWeapon* GetSelectedWeaponDataAsset(); // 0x2368c80 [Final Native Protected]
    int32 GetSelectedWeaponCassetteIndex(); // 0x2369160 [Final Native Public]
    ABaseWeapon* GetSelectedWeapon(); // 0x2368cd0 [Final Native Protected]
    UDA_ItemConsumable* GetSelectedConsumableInfo(); // 0x2368a10 [Final Native Protected]
    FVector2D GetRightSideIndicatorLocation(); // 0x23684a0 [Final Native Protected]
    FVector2D GetLeftSideIndicatorLocation(); // 0x23684e0 [Final Native Protected]
    int32 GetItemsForSelectionMode(); // 0x2368be0 [Final Native Protected]
    bool GetHasSomeItemsFromRightSide(); // 0x2368520 [Final Native Protected]
    bool GetHasSomeItemsFromLeftSide(); // 0x2368590 [Final Native Protected]
    FString GetDurabilityText(); // 0x2368d10 [Final Native Protected]
    URadialMenuChangeBaseWidget* GetCurrentMenuChangeWidget(); // 0x2368100 [Final Native Private]
    float GetCurrentDurabilityNormalized(); // 0x2368d90 [Final Native Protected]
    int32 GetCassettesCount(); // 0x23690b0 [Final Native Protected]
    void ForceCloseRebindItem(); // 0x2368600 [Final Native Protected]
    void FillRepairRequirements(const TArray<void>& InventoryDataPairs); // 0x2368e60 [Final Native Protected]
    void EndRebindItem(); // 0x2368620 [Final Native Protected]
    void ChoosePreviousCassette(); // 0x274f500 [Event Protected]
    void ChooseNextCassette(); // 0x274f500 [Event Protected]
    bool CanRebindItem(); // 0x2367ec0 [Final Native Private]
    void CancelSelectionAndCloseMenu(); // 0x2368150 [Final Native Private]

// UPlayerInventoryWidget (/Script/AtomicHeart.PlayerInventoryWidget)
    void UpdateItemActions(); // 0x21e5840 [Native Protected]
    void OnTryToUseItem(); // 0x236a380 [Final Native Protected]
    void OnPopUpDeclined(); // 0x236a330 [Final Native Protected]
    void OnPopUpAccepted(); // 0x236a360 [Final Native Protected]
    void OnItemInspectionMenuOpened(ABaseWeapon* InWeapon); // 0x274f500 [Event Protected]
    void MoveItemToStoragePressed(); // 0x236a270 [Final Native Protected]
    void MoveItemToStorage(UInventoryItemSlotWidget* InSlot); // 0x2369d60 [Final Native Protected]
    void InspectItemPressed(); // 0x2369d40 [Final Native Protected]
    void HideItemInspection(); // 0x274f500 [Event Protected]
    bool GetIsDropItemRestricted(); // 0x274f500 [Event Protected]
    void DropItemPressed(); // 0x236a2a0 [Final Native Protected]

// UPlayerObservationComponent (/Script/AtomicHeart.PlayerObservationComponent)
    void K2_OnUnregisterEnemy(AAHBaseCharacter* EnemyCharacter, int32 TotalEnemies); // 0x274f500 [Event Protected]
    void K2_OnRegisterEnemy(AAHBaseCharacter* EnemyCharacter, int32 TotalEnemies); // 0x274f500 [Event Protected]
    bool HasRegisteredEnemies(); // 0x160d230 [Final Native Public]
    int32 GetRegisteredEnemiesCount(); // 0x2360100 [Final Native Public]
    TArray<void> GetRegisteredEnemies(); // 0x236a650 [Final Native Public]

// UPlayerStatus (/Script/AtomicHeart.PlayerStatus)
    void UpdateStatusStateByTimer(); // 0x236a980 [Final Native Protected]
    void OnEnterConditionStateChanged(UPlayerStatusCondition* ChangedCondition); // 0x236a9f0 [Final Native Protected]

// APlayerTriggerVolume (/Script/AtomicHeart.PlayerTriggerVolume)
    void OnRequestInitializationCompletion(bool bLoaded); // 0x236b160 [Final Native Private]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x2362790 [Native Protected]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2254240 [Native Protected]
    void OnLevelSequencePlayerFinished(); // 0x236b140 [Final Native Private]

// UPlayerUtils (/Script/AtomicHeart.PlayerUtils)
    bool SetGamePaused(UObject* WorldContextObject, bool bPaused, bool bPauseSound); // 0x236b810 [Final Native Static Public]
    EInputMode GetCurrentInputMode(AAHPlayerController* PlayerController); // 0x236b640 [Final Native Static Public]
    AActor* GetActorViewTarget(APlayerController* PlayerController); // 0x236b510 [Final Native Static Public]
    void CheckPlayerTriggerVolumeOverlapPlayerCharacter(APlayerTriggerVolume* TriggerVolume); // 0x236b9f0 [Final Native Static Public]
    void CheckPlayerCharacterOverlapPlayerTriggerVolume(AAHPlayerCharacter* TargetCharacter); // 0x236bac0 [Final Native Static Public]

// UPlayerViewControlSubsystem (/Script/AtomicHeart.PlayerViewControlSubsystem)
    void SetControlInfluence(const EPlayerViewControlType& ControlType); // 0x236cb20 [Final Native Public]
    void RestrictControl(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, const EControlRestrictionType& RestrictionType, float MinPitch, float MaxPitch, float MinYaw, float MaxYaw, float BlendTime, float CorrectionSpeed, float SoftOffset, bool bRelative); // 0x236c4a0 [Final Native Public]
    void OnRestrictControlBlended(); // 0x236c460 [Final Native Private]
    void CancelControlRestrictions(); // 0x236c480 [Final Native Public]

// UPlayLevelSequenceAction (/Script/AtomicHeart.PlayLevelSequenceAction)
    void OnSequenceStopped(); // 0x21b84d0 [Final Native Private]
    void OnSequenceFinished(); // 0x21b84d0 [Final Native Private]
    void OnCharacterEventDelegate(FAHCharacterEvent& Event); // 0x236cfc0 [Final Native Protected]

// UPlayMontageTask (/Script/AtomicHeart.PlayMontageTask)
    void TargetMontageEndedABPBroadcast(UAnimMontage* Montage, bool bInterrupted); // 0x236d420 [Final Native Private]
    void TargetMontageBlendOutABPBroadcast(UAnimMontage* Montage, bool bInterrupted); // 0x236d2c0 [Final Native Private]

// APlyushPobegWeapon (/Script/AtomicHeart.PlyushPobegWeapon)
    void SetEnableIndirectDamageToOwner(bool bEnable); // 0x236d810 [Final Native Protected]

// APolymerElement (/Script/AtomicHeart.PolymerElement)
    void OnShockerClientStateChanged(const EShockerTargetState& NewClientState); // 0x22f8260 [Native Protected]
    void OnPolymerChargedWithElement(const EChemicalElement& ChemicalElement); // 0x274f500 [Event Protected]
    void OnOverlappingCharacterEvent(FAHCharacterEvent& Event); // 0x2370300 [Final Native Private]
    void OnInstigatorElementFound(const EChemicalElement& ChemicalElement); // 0x2370460 [Native Protected]
    void OnHitDetected(FHitParameters& HitParameters); // 0x2370530 [Native Protected]
    void OnElementDistributionBlocked(const EChemicalElement& ChemicalElement); // 0x274f500 [Event Protected]
    EChemicalElement GetInstigatorElement(); // 0x2370670 [Final Native Public]
    float GetDistributeInstigatorElementTotalDuration(); // 0x2370420 [Native Protected]
    bool CanExplode(); // 0x2370650 [Final Native Public]

// APolymerBomb (/Script/AtomicHeart.PolymerBomb)
    void StartBombExpansion(FHitResult& HitResult, bool bIsFromSpreadingOtherBomb); // 0x274f500 [Event Public]
    void StartBombDisappear(); // 0x274f500 [Event Public]
    void StartBombAppear(); // 0x274f500 [Event Public]
    void OnInterpolationTaskComplete(); // 0x236dc70 [Final Native Private]
    void OnHomingTimeEnd(); // 0x236dc50 [Final Native Private]
    void OnDecalDisappearing(float RemainingDisappearingTime, float TotalDisappearingTime, const EChemicalElement& ChemicalElement); // 0x274f500 [Event Public]
    void OnCharacterProximityEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x236dcb0 [Final Native Protected]
    void OnCharacterProximityBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x236dfd0 [Final Native Protected]
    void OnBombStacked(float CurrentPercentOfMaxStack); // 0x274f500 [Event Public]
    void OnBombMelting(float RemainingMeltingTime, float TotalMeltingTime, const EChemicalElement& ChemicalElement); // 0x274f500 [Event Public]
    void OnBombImpact(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x236e7e0 [Final Native Public]
    void OnBombDispatchedFX(); // 0x274f500 [Event Public]
    void OnBombDestroyedToCorrosion(); // 0x274f500 [Event Public]
    void OnBombDestroyedStackingToAnother(); // 0x274f500 [Event Public]
    void K2_MeltBomb(); // 0x236e410 [Final Native Public]
    float GetRemainingMeltingTimePercent(); // 0x236e5a0 [Final Native Public]
    float GetRemainingDisappearingElementFXTimePercent(); // 0x236e570 [Final Native Public]
    EPolymerBombState GetPolymerBombState(); // 0x236e550 [Final Native Public]
    float GetPolymerBombFlyLifeTime(); // 0x236e780 [Final Native Public]
    AAHBaseCharacter* GetParentCharacter(); // 0x236e520 [Final Native Public]
    bool GetJustIgnited(); // 0x236e500 [Final Native Public]
    bool GetIsAttachedToCharacter(); // 0x236e430 [Final Native Public]
    FHitResult GetAttachedHitResult(); // 0x236e380 [Final Native Public]

// UPolymerBombThrowAbility (/Script/AtomicHeart.PolymerBombThrowAbility)
    void StartAbilityState(const EBombThrowAbilityState& NewAbilityState); // 0x236fb10 [Final Native Private]
    void ProcessingBombExplosion(APolymerElement* PolymerExploded, AActor* HitActor, FHitResult& ExplosionHitResult); // 0x236fd20 [Final Native Private]
    void OnBombDestroyed(AActor* InBomb); // 0x236fc40 [Final Native Private]
    float GetThrowRateSeconds(float InThrowRateSeconds); // 0x236ff70 [Native Event Protected]
    float GetCostMultiplier(); // 0x236ff30 [Native Event Protected]

// APolymerCorrosionCueActor (/Script/AtomicHeart.PolymerCorrosionCueActor)
    void OnCorrosionEndsWithDeath(); // 0x274f500 [Event Protected]

// UPolymerModifierAbility (/Script/AtomicHeart.PolymerModifierAbility)
    void SetHandFree(); // 0x2371170 [Final Native Private]

// APolymerPuddle (/Script/AtomicHeart.PolymerPuddle)
    void OnExplosionCountdownStarted(); // 0x274f500 [Event Protected]

// APolymerShield (/Script/AtomicHeart.PolymerShield)
    void ShowShield(); // 0x274f500 [Event Public]
    void OnResourceCriticalLevel(); // 0x274f500 [Event Public]
    void OnReflectLaserWeaponStarted(ALaserWeapon* ReflectedLaserWeapon); // 0x274f500 [Event Public]
    void OnReflectLaserWeaponEnded(ALaserWeapon* ReflectedLaserWeapon); // 0x274f500 [Event Public]
    void OnProjectileReflected(AActor* Projectile, const FVector& NewTargetPoint); // 0x274f500 [Event Public]
    void OnParrySectionStarted(); // 0x274f500 [Event Public]
    void OnParrySectionEnded(); // 0x274f500 [Event Public]
    void OnExplode(); // 0x274f500 [Event Public]
    void OnAttackReflected(AActor* Character, const FHitResult& AttackHitResult); // 0x274f500 [Event Public]
    void HideShield(float TimeToHide); // 0x274f500 [Event Public]

// UPolymerShieldAbility (/Script/AtomicHeart.PolymerShieldAbility)
    void OnSourceLaserActivation(AActor* LaserWeaponActor, ULaserBarrel* Barrel, bool bWasActivated); // 0x2371570 [Final Native Private]
    void OnReflectedLaserWeaponDestroyed(AActor* LaserWeapon); // 0x2371870 [Final Native Private]

// UPolymerSwimmingComponent (/Script/AtomicHeart.PolymerSwimmingComponent)
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x2371cf0 [Final Native Public]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2371f50 [Final Native Public]

// UPopUpWidget (/Script/AtomicHeart.PopUpWidget)
    void UpdateColorScheme(int32 InIndex); // 0x274f500 [Event Protected]
    void SetAdditionalMessage(const FText& AdditionalMessage); // 0x23725b0 [Final Native Public]
    void OpenPopUp(const FText& PopUpMessage, int32 InColorSchemeIndex); // 0x2372700 [Final Native Public]
    void OnPopUpDisappearAnimation(); // 0x23723d0 [Final Native Private]
    void OnButtonHovered(UNavigationMenuWidget* Button); // 0x23724d0 [Final Native Protected]
    void OnButtonClicked(UNavigationMenuWidget* Button); // 0x23723f0 [Final Native Protected]

// APowerPlantCharacter (/Script/AtomicHeart.PowerPlantCharacter)
    void SetIsPowerOn(bool bInIsPowerOn); // 0x2372c00 [Final Native Public]
    void OnRepaired(); // 0x2372b90 [Final Native Private]
    bool GetIsPowerOn(); // 0x2372be0 [Final Native Public]

// UPreparationExecutionAction (/Script/AtomicHeart.PreparationExecutionAction)
    void OnExecutionActionComplete(UBaseAction* CompletedAction, const ECompletionType& CompletionType); // 0x2372ee0 [Final Native Public]
    void OnExecutionActionBegin(UBaseAction* BegunExecutionAction); // 0x2373060 [Final Native Public]

// UProjectionHUBAbility (/Script/AtomicHeart.ProjectionHUBAbility)
    void OnSectionEnded(const FName& SectionName); // 0x2373500 [Final Native Private]

// UPuzzleRayComponent (/Script/AtomicHeart.PuzzleRayComponent)
    void StopDrawingRay(); // 0x2373840 [Final Native Public]
    void StartDrawingRay(); // 0x2373860 [Final Native Public]
    void SetParent(ANeuralPillar* Parent); // 0x2373760 [Final Native Public]
    void PerformRaycast(); // 0x2373880 [Final Native Public]
    void OnRecreateBeamParticle(); // 0x2373720 [Final Native Private]
    int32 GetSignAsInteger(); // 0x23738a0 [Final Native Public]

// UQTEButtonWidget (/Script/AtomicHeart.QTEButtonWidget)
    void OnAccumulationFallOffFinished(); // 0x2373af0 [Final Native Private]

// UQTESubsystem (/Script/AtomicHeart.QTESubsystem)
    void StartVersusQTE(UDA_SequencerSettings* InQTEData, AAHBaseCharacter* InAssaulter, AAHBaseCharacter* InVictim, const TArray<void>& InAdditionalActors); // 0x23757a0 [Final Native Public]
    void StartQTE(UDA_QTE* InQTEData); // 0x2375a20 [Final Native Public]
    void OnWorldPostCleanup(UWorld* World, bool bSessionEnded, bool bCleanupResources); // 0x2375000 [Final Native Protected]
    void OnSequenceLooped(UAHLevelSequencePlayer* Sequence); // 0x2374f20 [Final Native Protected]
    void OnQTEStop(UAHLevelSequencePlayer* Sequence); // 0x2374d40 [Final Native Protected]
    void OnQTEPreStart(); // 0x2374f00 [Final Native Protected]
    void OnQTEPlay(UAHLevelSequencePlayer* Sequence); // 0x2374e20 [Final Native Protected]
    void OnQTEFinished(UAHLevelSequencePlayer* Sequence); // 0x2374c60 [Final Native Protected]
    void OnQTEButton8Pressed(); // 0x2375b00 [Final Native Public]
    void OnQTEButton7Pressed(); // 0x2375b80 [Final Native Public]
    void OnQTEButton6Pressed(); // 0x2375c00 [Final Native Public]
    void OnQTEButton5Pressed(); // 0x2375c80 [Final Native Public]
    void OnQTEButton4Pressed(); // 0x2375d00 [Final Native Public]
    void OnQTEButton3Pressed(); // 0x2375d80 [Final Native Public]
    void OnQTEButton2Pressed(); // 0x2375e00 [Final Native Public]
    void OnQTEButton1Pressed(); // 0x2375e80 [Final Native Public]
    void OnQTEActionResult(bool bInResult); // 0x2374b80 [Final Native Protected]
    AAHBaseCharacter* GetVictim(); // 0x2375330 [Final Native Public]
    bool GetQTEIsPlaying(); // 0x2375390 [Final Native Public]
    bool GetPreStartedQTE(); // 0x23753f0 [Final Native Public]
    AAHBaseCharacter* GetAssaulter(); // 0x2375360 [Final Native Public]
    void DetachPlayerFromCurrentQTE(bool bShouldDetach, const EDetachmentRule& LocationRule, const EDetachmentRule& RotationRule, const EDetachmentRule& ScaleRule); // 0x2375410 [Final Native Public]
    void CacheDeathPose(); // 0x23751e0 [Final Native Public]
    void ApplyCurrentGameplayEffects(); // 0x2375310 [Final Native Public]

// UQuest (/Script/AtomicHeart.Quest)
    bool IsValidStepIndex(int32 StepIndex); // 0x2376bb0 [Final Native Public]
    bool IsDone(); // 0x2376fb0 [Final Native Public]
    bool HasActiveSteps(); // 0x2376910 [Final Native Public]
    EQuestStepStatus GetStepStatusAt(int32 StepIndex); // 0x2376cf0 [Final Native Public]
    int32 GetStepsCount(); // 0x2376b50 [Final Native Public]
    FQuestStepInfo GetStepAt(int32 StepIndex); // 0x2376e40 [Final Native Public]
    UDA_QuestInfo* GetQuestInfo(); // 0x15e5f40 [Final Native Public]
    int32 GetCurrentStepIndex(); // 0x2376b80 [Final Native Public]
    FQuestStepInfo GetCurrentStep(); // 0x2376f30 [Final Native Public]
    FQuestStatusInfo GetCurrentStatusInfo(); // 0x2376b10 [Final Native Public]
    TArray<void> GetActiveSteps(); // 0x23769b0 [Final Native Public]

// UQuestComponent (/Script/AtomicHeart.QuestComponent)
    bool TryGetAllTargets(UDA_QuestInfo* InQuest, const TArray<bool>& OutTargets); // 0x237a1f0 [Final Native Public]
    void SetTrackedQuestInfo(UDA_QuestInfo* InQuestInfo); // 0x23776c0 [Final Native Public]
    void SetShowMarkersOnlyInScanner(bool bShow); // 0x2377330 [Final Native Public]
    void SetQuestTagFilteringTargets(UDA_QuestInfo* Quest); // 0x23774b0 [Final Native Public]
    void SetDelayTargetsOnScanner(float Delay); // 0x2377260 [Final Native Public]
    void ReplaceTargetByIndex(UQuest* Quest, int32 StepIndex, int32 TargetIndex, AActor* Actor); // 0x23779c0 [Final Native Public]
    void ReplaceTargetByActor(UQuest* Quest, int32 StepIndex, AActor* OldActor, AActor* NewActor); // 0x2378120 [Final Native Public]
    void RemoveTargetByIndex(UQuest* Quest, int32 StepIndex, int32 TargetIndex); // 0x2378d30 [Final Native Public]
    void RemoveTargetByActor(UQuest* Quest, int32 StepIndex, AActor* Actor); // 0x2379090 [Final Native Public]
    void RemoveQuestFilteringTargets(); // 0x2377440 [Final Native Public]
    void ReceiveEvent(UDA_QuestInfo* InQuest, FGameplayTag& InEvent); // 0x237a600 [Final Native Public]
    bool IsShownMarkersOnlyInScanner(); // 0x2229f30 [Final Native Public]
    bool HasQuestFilteringTargets(); // 0x22fae30 [Final Native Public]
    void GiveQuest(UDA_QuestInfo* InQuest); // 0x237a750 [Final Native Public]
    UDA_QuestInfo* GetTrackedQuestInfo(); // 0x2377880 [Final Native Public]
    bool GetTargetActorAndLabel(UDA_QuestInfo* InQuest, int32 Index, const AActor*& OutActor, FText& OutLabel); // 0x2379e40 [Final Native Public]
    AActor* GetTarget(UDA_QuestInfo* InQuest, int32 Index); // 0x237a400 [Final Native Public]
    UQuest* GetQuestFilteringTargets(); // 0x2377410 [Final Native Public]
    UQuest* GetQuest(UDA_QuestInfo* InQuest); // 0x23778a0 [Final Native Public]
    void ClearTrackedQuest(); // 0x2377690 [Final Native Public]
    int32 AddTarget(UQuest* Quest, int32 StepIndex, AActor* Actor); // 0x2379530 [Final Native Public]

// UQuestFullInfoWidget (/Script/AtomicHeart.QuestFullInfoWidget)
    void OnUpdateDataEvent(); // 0x274f500 [Event Public]

// UQuestInfoWidget (/Script/AtomicHeart.QuestInfoWidget)
    void SetTextValues(FQuestStatusInfo& QuestStatusInfom, int32 StepIndex); // 0x237aea0 [Final Native Protected]
    void OnStartUpdateAnimation(FQuestStatusInfo& QuestStatusInfo); // 0x274f500 [Event Protected]
    void OnFinishUpdateAnimation(FQuestStatusInfo& QuestStatusInfo); // 0x237b020 [Final Native Protected]
    bool IsUpdating(); // 0x237b110 [Final Native Public]
    UQuest* GetQuest(); // 0xf9d000 [Final Native Public]

// UQuestListEntryInfoWidget (/Script/AtomicHeart.QuestListEntryInfoWidget)
    void SetSelected(bool bInSelected); // 0x237b380 [Final Native Public]
    void BroadcastClicked(); // 0x237b460 [Final Native Public]

// UQuestNotifyWidget (/Script/AtomicHeart.QuestNotifyWidget)
    void UpdateNotifyData(FQuestNotifyData& InQuestNotifyData); // 0x237b600 [Final Native Public]
    void OnUpdateNotifyData(FQuestNotifyData& InQuestNotifyData); // 0x274f500 [Event Public]
    void OnShowImmediate(); // 0x274f500 [Event Public]

// UQuestsDebugTab (/Script/AtomicHeart.QuestsDebugTab)
    void OnPromoteQuestsButtonClicked(); // 0xf824b0 [Final Native Public]
    void OnCompleteQuestsButtonClicked(); // 0xf824b0 [Final Native Public]

// UQuestsJournalWidget (/Script/AtomicHeart.QuestsJournalWidget)
    void TrackSelectedQuest(); // 0x237bc80 [Final Native Protected]
    void ShowTrackedQuest(); // 0x237bbb0 [Final Native Protected]
    void SelectCurrentCategory(); // 0x237bd80 [Final Native Protected]
    void OnToggleQuestJournal(); // 0xf824b0 [Final Native Protected]
    void OnChosenQuest(UQuest* Quest); // 0x237bda0 [Final Native Protected]
    bool HasTrackedQuest(); // 0x237bb00 [Final Native Protected]

// URadialMenuChangeBaseWidget (/Script/AtomicHeart.RadialMenuChangeBaseWidget)
    void UpdateCanChangeItem(bool bInCanChange); // 0x237ca80 [Final Native Public]
    void OnUpdateCurrentItemEvent(); // 0x274f500 [Event Protected]
    void OnShowSectorEvent(); // 0x274f500 [Event Protected]
    void OnSelectChanged(); // 0x274f500 [Event Protected]
    void OnHideSectorEvent(); // 0x274f500 [Event Protected]
    void OnChoosePreviousItemEvent(); // 0x274f500 [Event Protected]
    void OnChooseNextItemEvent(); // 0x274f500 [Event Protected]
    void OnChangeCurrentItem(); // 0x21e5fe0 [Native Protected]
    int32 GetRemainItems(); // 0x237cb90 [Native Public]
    int32 GetMaxItems(); // 0x237cb60 [Native Public]

// URadialMenuChangeCassetteWidget (/Script/AtomicHeart.RadialMenuChangeCassetteWidget)
    bool TryToGetActiveSlot(FInventoryData& OutInventoryData); // 0x237d020 [Final Native Public]
    float GetCurrentCharges(); // 0x237cf70 [Final Native Public]

// URadialMenuChangeItemWidget (/Script/AtomicHeart.RadialMenuChangeItemWidget)
    bool TryToGetActiveSlot(FInventoryData& OutInventoryData); // 0x237d220 [Final Native Public]

// URadialMenuItemCount (/Script/AtomicHeart.RadialMenuItemCount)
    void OnUpdateAngleEvent(const FVector2D& Direction); // 0x274f500 [Event Public]

// URadialMenuSubContainer (/Script/AtomicHeart.RadialMenuSubContainer)
    void OnUpdateAngle(float InAngle); // 0x274f500 [Event Public]

// URageComponent (/Script/AtomicHeart.RageComponent)
    void OnSkillLearned(UCharacterSkillsComponent* SkillsComponent, UDA_Skill* Skill); // 0x237d830 [Final Native Protected]

// URandomSubsystem (/Script/AtomicHeart.RandomSubsystem)
    bool UnregisterRandomStream(const FName& InName); // 0x237e620 [Final Native Public]
    void SetSeed(int32 InSeed); // 0x237e940 [Final Native Public]
    bool RegisterRandomStream(const FName& InName, int32 InSeed); // 0x237e710 [Final Native Public]
    int32 RandomIntegerFromStream(const FName& InName, int32 InMax); // 0x237de40 [Final Native Public]
    int32 RandomInteger(int32 InMax); // 0x237e270 [Final Native Public]
    float RandomFloatInRangeFromStream(const FName& InName, float InMin, float InMax); // 0x237e020 [Final Native Public]
    float RandomFloatInRange(float InMin, float InMax); // 0x237e3a0 [Final Native Public]
    FRandomStream GetRandomStream(); // 0x1608ab0 [Final Native Public]
    FRandomStream GetExtraRandomStream(const FName& InName); // 0x237e530 [Final Native Public]

// URangeCrosshairWidget (/Script/AtomicHeart.RangeCrosshairWidget)
    void OnFiredEnemyByBullet(); // 0x274f500 [Event Public]

// URecipeEntryWidget (/Script/AtomicHeart.RecipeEntryWidget)
    void SetItemRarity(); // 0x274f500 [Event Protected]
    void OnUpdateDataEvent(); // 0x274f500 [Event Public]
    void OnUpdateCurrentCountEvent(int32 OutCount); // 0x274f500 [Event Public]
    void OnUpdateCreateButtonProgress(float OutProgress); // 0x274f500 [Event Public]
    void OnShowCountButtonsEvent(bool bIsVisible); // 0x274f500 [Event Public]
    void OnSelectedEvent(bool bIsSelected); // 0x274f500 [Event Public]
    void OnReleasedCreateButton(); // 0x274f500 [Event Public]
    void OnPressedCreateButton(); // 0x274f500 [Event Public]
    void OnFillWeaponUpgrades(); // 0x274f500 [Event Public]
    void OnFillRequirementsEvent(); // 0x274f500 [Event Public]
    void OnCraftProgressIsDone(); // 0x274f500 [Event Public]
    void OnCancelledCreateButton(); // 0x274f500 [Event Public]
    void CraftButtonUp(); // 0x2380b10 [Final Native Protected]
    void CraftButtonDown(); // 0x2380b60 [Final Native Protected]
    void CallOnUnhovered(); // 0x2380bb0 [Final Native Public]
    void CallOnHovered(); // 0x2380bf0 [Final Native Public]

// URegenerationAbility (/Script/AtomicHeart.RegenerationAbility)
    void StartRegeneationDelayed(); // 0x2381140 [Final Native Protected]

// URepairableComponent (/Script/AtomicHeart.RepairableComponent)
    bool TryRequestRepairers(); // 0x2381350 [Final Native Protected]
    bool TryInstantRepairCharacter(AAHAICharacter* InCharacter); // 0x2381380 [Final Native Static Public]
    void SetRepairActivationDelay(float InRepairActivationDelay); // 0x2381570 [Final Native Public]
    void RequestRepairers(); // 0x2381330 [Final Native Private]
    bool IsRepairActive(); // 0x2381510 [Final Native Public]

// ARepairFX (/Script/AtomicHeart.RepairFX)
    void UpdateEmitterPosition(const FVector& EmitterPosition); // 0x274f500 [Event Public]
    void StopRepairerFX(); // 0x274f500 [Event Public]
    void StopActorToRepairFX(); // 0x274f500 [Event Public]
    void Play(const FVector& EmitterPosition, const FVector& TargetPosition, AActor* Repairer, AActor* ActorToRepair); // 0x274f500 [Event Public]
    FVector GetEmitterPosition(); // 0x274f500 [Event Public]

// URepairSlotComponent (/Script/AtomicHeart.RepairSlotComponent)
    void OnUpdateFollowLocationTimerComplete(); // 0x2381c30 [Final Native Private]
    void OnRepairerReachedLocation(uint8 TaskResult); // 0x2382200 [Final Native Protected]
    void OnRepairerCharacterSpawned(AAHAICharacter* SpawnedCharacter, UObject* Requester); // 0x2382010 [Final Native Protected]
    void OnRepairerCharacterSpawnAnimationPlayed(AAHAICharacter* SpawnedCharacter, UObject* Requester); // 0x2381d70 [Final Native Protected]
    void OnRepairerCharacterEvent(FAHCharacterEvent& Event); // 0x2381c50 [Final Native Protected]

// UResourceInfoWidget (/Script/AtomicHeart.ResourceInfoWidget)
    void OnResourceButtonClicked(UBaseImageButton* ButtonWidget, int32 ButtonIndex); // 0x23824e0 [Final Native Protected]

// URunQTEAction (/Script/AtomicHeart.RunQTEAction)
    void RunQTE(); // 0x2382e20 [Final Native Private]
    void OnSequenceAssetLoaded(); // 0x2382e60 [Final Native Private]
    void OnQTEFinished(); // 0x2382e40 [Final Native Private]

// USaveLoadUtils (/Script/AtomicHeart.SaveLoadUtils)
    bool IsOpenWorldSlot(int32 SlotId); // 0x2383020 [Final Native Static Public]
    bool IsInvisibleSlot(int32 SlotId); // 0x23831e0 [Final Native Static Public]
    bool IsCompletedStorySlot(int32 SlotId); // 0x2383100 [Final Native Static Public]
    FName GetMapNameFromSaveSlot(int32 SlotId); // 0x23832c0 [Final Native Static Public]
    FName GetLevelNameFromSaveSlot(int32 SlotId); // 0x23833f0 [Final Native Static Public]

// UScanAbility (/Script/AtomicHeart.ScanAbility)
    bool SetEffectsType(const EScanEffectsType& InEffectsType); // 0x2383bf0 [Final Native Public]
    void ReduceWave(float Alpha); // 0x2383980 [Final Native Protected]
    void PropagateWave(float Alpha); // 0x2383b20 [Final Native Protected]
    void OnWaveRetentionDelayTimerEnded(); // 0x2383760 [Final Native Protected]
    void OnWaveReduced(); // 0x23838e0 [Final Native Protected]
    void OnWavePulseEnded(); // 0x2383780 [Final Native Protected]
    void OnWavePulse(float Alpha); // 0x23837a0 [Final Native Protected]
    void OnWavePropagated(); // 0x2383ae0 [Final Native Protected]
    EScanState GetCurrentState(); // 0x2383cf0 [Final Native Public]

// UScannerWidget (/Script/AtomicHeart.ScannerWidget)
    void OnUpdateProgress(float InAlpha); // 0x274f500 [Event Public]
    void OnStartScanningEvent(bool bIsKnowObject); // 0x274f500 [Event Public]
    void OnShowInfo(bool bIsKnownObject); // 0x274f500 [Event Public]
    void OnOpenEvent(); // 0x274f500 [Event Public]
    void OnEndScanningEvent(bool bIsCancel); // 0x274f500 [Event Public]
    void OnDataUpdatedEvent(UDA_ScannerObjectInfo* OutScannerObjectInfo); // 0x274f500 [Event Public]
    void OnCloseEvent(); // 0x274f500 [Event Public]
    void OnBoostUpdatedEvent(FText& InDescription); // 0x274f500 [Event Public]

// USequenceMoviePlayer (/Script/AtomicHeart.SequenceMoviePlayer)
    void OnSequencePlay(); // 0xf824b0 [Final Native Protected]
    void OnSequencePause(); // 0x2384d60 [Final Native Protected]
    void OnSequenceFinished(); // 0x2384db0 [Final Native Protected]

// ASequenceTrigger (/Script/AtomicHeart.SequenceTrigger)
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2254240 [Native Protected]

// ISequenceUpdatable (/Script/AtomicHeart.SequenceUpdatable)
    void OnUpdateFromSequence(); // 0x10cef30 [Native Event Public]

// USequenceUtils (/Script/AtomicHeart.SequenceUtils)
    UObject* FindSpawnedObject(ULevelSequencePlayer* InPlayer, ULevelSequence* InSequence, const FName& InTrackName); // 0x2385850 [Final Native Static Public]
    bool FindSpawnableBindingIDByName(ULevelSequence* InSequence, const FName& InTrackName, FMovieSceneObjectBindingID& OutBinding); // 0x2386210 [Final Native Static Public]
    bool FindPossessableBindingIDByName(ULevelSequence* InSequence, const FName& InTrackName, FMovieSceneObjectBindingID& OutBinding); // 0x2385f20 [Final Native Static Public]
    bool FindMarkedFrame(ULevelSequencePlayer* InPlayer, const FString& InLabel, const int32& OutFrame); // 0x2385670 [Final Native Static Public]
    bool FindAnyBindingIDByName(ULevelSequence* InSequence, const FName& InTrackName, FMovieSceneObjectBindingID& OutBinding); // 0x2385a30 [Final Native Static Public]
    float ConvertFrameToSeconds(ULevelSequencePlayer* InPlayer, int32 InFrame); // 0x2385510 [Final Native Static Public]
    void CancelSequenceTriggerSettings(UDA_SequenceTriggerSettings* SequenceSettings, AAHPlayerCharacter* TargetCharacter); // 0x2385270 [Final Native Static Public]
    void ApplySequenceTriggerSettings(UDA_SequenceTriggerSettings* SequenceSettings, AAHPlayerCharacter* TargetCharacter); // 0x23853c0 [Final Native Static Public]

// UShaderCompileProgressWidget (/Script/AtomicHeart.ShaderCompileProgressWidget)
    void Show(); // 0x23869f0 [Final Native Public]
    void OnShowEvent(); // 0x274f500 [Event Public]
    void OnHideEvent(); // 0x274f500 [Event Public]
    void Hide(); // 0x23869d0 [Final Native Public]

// UShmelAnimInstance (/Script/AtomicHeart.ShmelAnimInstance)
    bool GetHasBox(); // 0x2386bf0 [Final Native Public]

// AShmelCharacter (/Script/AtomicHeart.ShmelCharacter)
    void SetCrateActor(AActor* InCrateActor); // 0x2386ce0 [Final Native Public]
    void OnDropBoxEvent(); // 0x274f500 [Event Public]
    AActor* GetCrateActor(); // 0x2387190 [Final Native Public]

// AShmelController (/Script/AtomicHeart.ShmelController)
    void SetBlackboardSpawnLocation(const FVector& InSpawnPoint); // 0x2387510 [Final Native Public]
    void SetBlackboardHasBox(bool bInHasBox); // 0x2387400 [Final Native Public]
    bool GetBlackboardHasBox(); // 0x23874e0 [Final Native Public]

// UShockerAbility (/Script/AtomicHeart.ShockerAbility)
    void SetShockerMontagePlayRate(float NewPlayRate); // 0x23877d0 [Final Native Protected]

// UShockerTargetComponent (/Script/AtomicHeart.ShockerTargetComponent)
    void StopVFX(); // 0x2387cf0 [Final Native Public]
    void SetIndicatorMesh(USkeletalMeshComponent* InIndicatorMesh); // 0x2387e00 [Final Native Public]
    void SetBodyMesh(USkeletalMeshComponent* InBodyMesh); // 0x2387ee0 [Final Native Public]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x2387fc0 [Final Native Public]
    bool GetIsShocked(); // 0x2388180 [Final Native Public]
    bool GetIsRebooting(); // 0x2388120 [Final Native Public]
    bool GetIsDisabled(); // 0x2388150 [Final Native Public]
    void ForceRebootState(); // 0x2387d10 [Final Native Public]
    void ForceDisabledState(); // 0x2387d30 [Final Native Public]
    bool ApplyShocker(bool bHasImprovedComponentShockSkill); // 0x2387c00 [Final Native Public]

// UShootingUtils (/Script/AtomicHeart.ShootingUtils)
    FVector GetAdjustedBulletVelocity(AAHBullet* Bullet); // 0x2388880 [Final Native Static Public]
    FBallisticLaunchData CalculateBallisticLaunchVelocity(const FVector& LaunchLocation, const FVector& TargetLocation, float RelativeArcHeight, float GravityAcceleration); // 0x23885c0 [Final Native Static Public]

// ISignificance (/Script/AtomicHeart.Significance)
    bool IsEnabled(); // 0x2388b10 [Native Event Public]
    bool HasSettingsForActorComponent(UActorComponent* ActorComponent); // 0x2388a20 [Native Event Public]
    ESignificanceLevel GetSignificanceLevel(); // 0x235a810 [Native Event Public]

// USignificanceUtils (/Script/AtomicHeart.SignificanceUtils)
    bool HasSignificanceSettingsForActorComponent(AActor* OwnerActor, UActorComponent* ActorComponent); // 0x23895f0 [Final Native Static Public]
    ESignificanceLevel GetSignificanceLevel(UActorComponent* SignificanceComponent); // 0x2389a10 [Final Native Static Public]
    ESignificanceLevel GetActorSignificanceLevel(AActor* Actor); // 0x2389c80 [Final Native Static Public]
    UActorComponent* GetActorSignificanceComponent(AActor* Actor); // 0x2389ec0 [Final Native Static Public]

// ASipuhaCharacter (/Script/AtomicHeart.SipuhaCharacter)
    void K2_EnableGroundCheck(); // 0x274f500 [Event Public]
    bool HasDropBox(); // 0x238b170 [Final Native Public]

// USkillCategoryWidget (/Script/AtomicHeart.SkillCategoryWidget)
    void OnAddSkillEntryEvent(USkillEntryWidget* InSkillEntryWidget); // 0x274f500 [Event Protected]

// USkillEntryWidget (/Script/AtomicHeart.SkillEntryWidget)
    void RemoveSelectedSkillFromSlot(); // 0x274f500 [Event Public]
    void OnSkillDataUpdated(); // 0x274f500 [Event Protected]
    void OnDefaultStateSetted(); // 0x274f500 [Event Protected]

// USkillInfoWindowWidget (/Script/AtomicHeart.SkillInfoWindowWidget)
    void OnViewUpdated(); // 0x274f500 [Event Protected]
    void OnMediaPlayerOpened(const FString& OpenedUrl); // 0xf82390 [Final Native Private]

// USkillsDebugTab (/Script/AtomicHeart.SkillsDebugTab)
    void SetLastSelectedCategory(const ESkillCategory& Category); // 0x22e5e50 [Final Native Public]
    void SelectSkillRageStage(UDA_Skill* Skill, int32 Stage); // 0x1665d20 [Final Native Public]
    void OwnSkill(UDA_Skill* Skill, bool bShouldOwn); // 0x165ec30 [Final Native Public]
    bool HasSkill(UDA_Skill* Skill); // 0x165eb60 [Final Native Public]
    TArray<void> GetSkillsByCategory(const ESkillCategory& Category); // 0x238ba10 [Final Native Public]
    int32 GetRequiredRageStageForSkill(UDA_Skill* Skill); // 0x238b940 [Final Native Public]
    int32 GetMaxRageStage(); // 0x13a87f0 [Final Native Public]
    ESkillCategory GetLastSelectedCategory(); // 0x10b1e60 [Final Native Public]
    TArray<void> GetAvailableSkillCategories(); // 0x238bb00 [Final Native Public]

// USkillTreeMenuWidget (/Script/AtomicHeart.SkillTreeMenuWidget)
    void SwitchToCraftWindow(); // 0x238d610 [Final Native Protected]
    void SetSkillToSlot(UDA_Skill* InSkill, int32 InSlotIndex); // 0x238cd70 [Final Native Protected]
    void RemoveSelectedAbility(UDA_Skill* AbilityToCheck); // 0x238d4c0 [Final Native Protected]
    void RemoveBinding(); // 0x238d360 [Final Native Protected]
    void RefundSkills(); // 0x238c0f0 [Final Native Protected]
    void RefreshSkillInfoWindow(); // 0x238cc40 [Final Native Protected]
    void OnStopSkillMovie(); // 0x238c970 [Final Native Protected]
    void OnSkillHoveredEvent(USkillEntryWidget* InSkillWidget); // 0x274f500 [Event Protected]
    void OnSkillHovered(USkillEntryWidget* InSkillWidget); // 0x238c9b0 [Final Native Protected]
    void OnSkillDrop(USkillEntryWidget* InSkillWidget, USkillEntryWidget* OutSkillWidget); // 0x274f500 [Event Protected]
    void OnSkillDragCancelled(USkillEntryWidget* InSkillWidget); // 0x274f500 [Event Protected]
    void OnSkillDrag(USkillEntryWidget* InSkillWidget); // 0x274f500 [Event Protected]
    void OnSkillClickedEvent(); // 0x274f500 [Event Protected]
    void OnSkillClicked(USkillEntryWidget* InSkillWidget); // 0x238ca90 [Final Native Protected]
    void OnRageSlotAdded(USkillEntryWidget* RageSlot, int32 SlotIndex); // 0x274f500 [Event Protected]
    void OnPlaySkillMovieButtonClicked(); // 0x238c990 [Final Native Protected]
    bool OnLearn(UDA_Skill* InSkill); // 0x238c880 [Final Native Protected]
    void OnInfoWindowButtonClicked(); // 0x274f500 [Event Protected]
    void OnExitTerminalPressed(); // 0x238d5a0 [Final Native Protected]
    void K2_LoadOS(const ECraftMachineTutorial& InTutorialType, UWidgetInteractionComponent* InteractionComponent, bool bDLC1, bool bDLC3); // 0x274f500 [Event Protected]
    bool IsTutorialFinished(UDA_Skill* InSkill); // 0x238d680 [Final Native Protected]
    void InitCategory(const ESkillCategory& InSkillCategory); // 0x238cb70 [Final Native Protected]
    bool HasSkill(UDA_Skill* InSkill); // 0x238c660 [Final Native Protected]
    bool HasAnyReadyToSetRageSkill(); // 0x238cd40 [Final Native Protected]
    USkillUpgrade* GetSkillUpgrade(UDA_Skill* InSkill, bool bUseCurrentLevel, int32 InForceLevel); // 0x238c110 [Final Native Protected]
    int32 GetSkillLevel(UDA_Skill* InSkill); // 0x238c470 [Final Native Protected]
    ECharacterAbilities GetActivatedSpecialAbility(int32 BindIndex); // 0x238d380 [Final Native Protected]
    void FillNavigation(bool bDLC); // 0x238cc60 [Final Native Protected]
    void BindTutorialSkill(UUserWidget* SkillWidget); // 0x238d140 [Final Native Protected]

// USkinButtonWidget (/Script/AtomicHeart.SkinButtonWidget)
    void OnSetSkinSettingsEvent(); // 0x274f500 [Event Public]
    void OnSetBoughtEvent(); // 0x274f500 [Event Public]

// USkinShopWidget (/Script/AtomicHeart.SkinShopWidget)
    void UpdateBackgroundImage(const TSoftObjectPtr<UTexture2D>& InImage); // 0x238e220 [Final Native Public]
    void TryActivateNewBackground(bool bIsFromAnimation); // 0x238e4f0 [Final Native Public]
    void OnStartChangeBackgroundEvent(); // 0x274f500 [Event Public]
    void OnPopUpDeclined(); // 0x274f500 [Event Public]
    void OnPopUpAccepted(); // 0x274f500 [Event Public]
    void OnImageButtonClickedEvent(UBaseImageButton* ButtonWidget, int32 ButtonIndex); // 0x274f500 [Event Public]
    void OnImageButtonClicked(UBaseImageButton* ButtonWidget, int32 ButtonIndex); // 0x238e370 [Final Native Public]
    void OnCreateButtonReleased(); // 0x238e650 [Final Native Public]
    void OnCreateButtonProgressIsDone(); // 0x238e5f0 [Final Native Public]
    void OnCreateButtonPressed(); // 0x238e690 [Final Native Public]
    void OnCreateButtonCancelled(); // 0x238e620 [Final Native Public]
    void OnChangeBackgroundEvent(); // 0x274f500 [Event Public]
    UPopUpWidget* MakePopup(FText& InMessage); // 0x238e700 [Final Native Public]
    UDA_SkinSettings* GetSkinByIndex(int32 InIndex); // 0x238e110 [Final Native Public]
    bool GetIsBought(UDA_SkinSettings* InData); // 0x238e040 [Final Native Public]
    void FillImageSlider(); // 0x238e5d0 [Final Native Public]
    void BuySkin(int32 InPrice); // 0x238e850 [Final Native Public]
    void AddSkinToBoughtSkins(int32 InIndex); // 0x238df70 [Final Native Public]

// USkipCutSceneWidget (/Script/AtomicHeart.SkipCutSceneWidget)
    void OnShow(); // 0x274f500 [Event Protected]
    void OnHide(); // 0x274f500 [Event Protected]
    float GetProgress(); // 0x238f2b0 [Final Native Protected]

// ISpawner (/Script/AtomicHeart.Spawner)
    UActorComponent* GetSpawnerComponent(); // 0x235fb80 [Native Event Public]

// ASpawnerActor (/Script/AtomicHeart.SpawnerActor)
    void OnAsyncLoadComplete(); // 0x238fbe0 [Final Native Private]

// USpawnerComponent (/Script/AtomicHeart.SpawnerComponent)
    void ActivateSpawner(APawn* Instigator); // 0x238ff80 [Final Native Public]

// USpecialAbilitiesComponent (/Script/AtomicHeart.SpecialAbilitiesComponent)
    ECharacterAbilities GetAbilityTypeBindedTo(int32 AbilitySlotNumber); // 0x23903a0 [Final Native Public]
    void ConsumeDumpedSkillBindings(); // 0x2390320 [Final Native Public]
    void BindPlayersAbilityToAbilitySlot(const ECharacterAbilities& AbilityType, int32 AbilitySlotNumber); // 0x2390490 [Final Native Public]

// UMovementObject (/Script/AtomicHeart.MovementObject)
    void OnStartDelayEnded(); // 0x2390eb0 [Final Native Private]
    void OnResetDelayEnded(); // 0x2390e90 [Final Native Private]
    void OnCharacterEvent(FAHCharacterEvent& Event); // 0x2390d70 [Final Native Private]

// UStaminaWidget (/Script/AtomicHeart.StaminaWidget)
    void SetRecoveringNormalizedValue(float InRecoveringNormalizedValue); // 0x23913b0 [Final Native Protected]
    void OnStartRecoveringMode(); // 0x274f500 [Event Protected]
    void OnShow(); // 0x274f500 [Event Protected]
    void OnHide(); // 0x274f500 [Event Protected]
    void OnFinishRecoveringMode(); // 0x274f500 [Event Protected]
    float GetRecoveringNormalizedValue(); // 0x2391640 [Final Native Protected]

// AStandalonePickupableItemContainer (/Script/AtomicHeart.StandalonePickupableItemContainer)
    void OnItemDestroyed(AActor* DestroyedItem); // 0x2391910 [Final Native Private]

// UStealthComponent (/Script/AtomicHeart.StealthComponent)
    EStealthState GetStealthState(); // 0x2392d80 [Final Native Public]

// UStealthKillAbility (/Script/AtomicHeart.StealthKillAbility)
    void OnStealthKillSequenceFinished(UAHLevelSequencePlayer* FinishedSequence); // 0x2393050 [Final Native Public]
    void OnSequencePreStart(); // 0x2393010 [Final Native Public]
    void FinishStealthKill(); // 0x2393030 [Final Native Public]

// UStreamingUtils (/Script/AtomicHeart.StreamingUtils)
    void UnloadAllStreamingLevels(UObject* WorldContextObject); // 0x2393e70 [Final Native Static Public]
    bool MoveActorToLevel(AActor* Actor, UObject* InLevel); // 0x23936b0 [Final Native Static Public]
    void InvalidateStreaming(UObject* WorldContextObject); // 0x2393b00 [Final Native Static Public]
    FString GetSublevelNameForActor(AActor* TargetActor, bool bIncludeLoadStatus); // 0x23933f0 [Final Native Static Public]
    FVector GetOwningLevelPosition(AActor* Actor); // 0x23939b0 [Final Native Static Public]
    bool GetIsCurrentLevelVisibleForActor(AActor* InActor); // 0x2393c40 [Final Native Static Public]
    ULevel* FindLevelCharacterInner(UObject* WorldContextObject, const FVector& InActorLocation); // 0x2393850 [Final Native Static Public]

// UStringUtils (/Script/AtomicHeart.StringUtils)
    FString TagToCompactString(FGameplayTag& GameplayTag); // 0x2394c90 [Final Native Static Public]
    FString TagsToCompactString(FGameplayTagContainer& Container, FGameplayTag& RootTag, bool bEachTagOnNewLine); // 0x2395050 [Final Native Static Public]
    FString TagContainerToString(FGameplayTagContainer& Container, bool bEachTagOnNewLine, bool bToCompactString); // 0x2394db0 [Final Native Static Public]
    FString GetEnumValueAsStringShort(const FString& Name, int32 Value); // 0x23952f0 [Final Native Static Public]
    FString GetEnumValueAsString(const FString& Name, int32 Value); // 0x23954b0 [Final Native Static Public]
    FName GetEnumValueAsName(const FString& Name, int32 Value); // 0x23956f0 [Final Native Static Public]
    void GetCorrespondingTagsToString(const TScriptInterface<IGameplayTagAssetInterface>& GameplayTagAssetInterface, const FString& OutDebugText, FGameplayTagContainer& ApplicableTagContainer, bool bWithColorFormatting); // 0x23945b0 [Final Native Static Public]
    void GetCorrespondingCharacterTagsToString(AAHBaseCharacter* Character, const FString& OutDebugText, FGameplayTagContainer& ApplicableTagContainer, bool bIncludeTagCount); // 0x23940f0 [Final Native Static Public]
    FString GenerateUniqueName(const FName& Prefix); // 0x2394890 [Final Native Static Public]
    FString CurrentTimestampToString(); // 0x23949b0 [Final Native Static Public]
    FString BoolToString(bool bFlag); // 0x2394af0 [Final Native Static Public]

// USubsystemUtils (/Script/AtomicHeart.SubsystemUtils)
    bool ShouldInitializeMainGameSubsystems(AAHPlayerCharacter* PlayerCharacter); // 0x2396d60 [Final Native Static Public]
    UWwiseRadioSubsystem* GetWwiseRadioSubsystem(UWorld* World); // 0x2397980 [Final Native Static Public]
    UVoiceAssistantSubsystem* GetVoiceAssistantSubsystem(UWorld* World); // 0x23963c0 [Final Native Static Public]
    UVFXSubsystem* GetVFXSubsystem(); // 0x2398090 [Final Native Static Public]
    UAHVersusSequenceSubsystem* GetVersusSequenceSubsystem(); // 0x2398350 [Final Native Static Public]
    USubtitlesSubsystem* GetSubtitlesSubsystem(); // 0x2397d50 [Final Native Static Public]
    UAHPSOCacheSubsystem* GetPSOCacheSubsystem(); // 0x2396590 [Final Native Static Public]
    UPolymerBombSubsystem* GetPolymerBombSubsystem(UWorld* World); // 0x23967c0 [Final Native Static Public]
    UPlayerViewControlSubsystem* GetPlayerViewControlSubsystem(); // 0x2397820 [Final Native Static Public]
    UAHPackFileSubsystem* GetPackFileSubsystem(); // 0x2396790 [Final Native Static Public]
    UMutableItemSubsystem* GetMutablePickupSubsystem(UWorld* World); // 0x2396e90 [Final Native Static Public]
    ULootSpawnSubsystem* GetLootSpawnSubsystem(UWorld* World); // 0x23965c0 [Final Native Static Public]
    UAHLicenseSubsystem* GetLicenseSubsystem(); // 0x2396b60 [Final Native Static Public]
    UKnownObjectsSubsystem* GetKnownObjectsSubsystem(); // 0x2397660 [Final Native Static Public]
    UHitReactionSubsystem* GetHitReactionSubsystem(); // 0x2398830 [Final Native Static Public]
    UGameplayTrackingSubsystem* GetGameplayTrackingSubsystem(); // 0x2397950 [Final Native Static Public]
    UGameplayEventSubsystem* GetGameplayEventSubsystem(); // 0x2398860 [Final Native Static Public]
    UAHGameActivitySubsystem* GetGameActivitySubsystem(); // 0x2396e30 [Final Native Static Public]
    UFightStagingSubsystem* GetFightStagingSubsystem(); // 0x23970c0 [Final Native Static Public]
    UEcoSystemSubsystem* GetEcoSystemSubsystem(); // 0x23987d0 [Final Native Static Public]
    UDebugSettingsSubsystem* GetDebugSettingsSubsystem(); // 0x2397d80 [Final Native Static Public]
    UDeadBodyLimitSubsystem* GetDeadBodyLimitSubsystem(UWorld* World); // 0x2397490 [Final Native Static Public]
    UDamageEventsSubsystem* GetDamageEventsSubsystem(UWorld* World); // 0x2396b90 [Final Native Static Public]
    UAHDamageCapturerSubsystem* GetDamageCapturerSubsystem(UWorld* World); // 0x2397b80 [Final Native Static Public]
    UChemicalInteractSearchSubsystem* GetChemicalInteractSearchSubsystem(UWorld* World); // 0x2396990 [Final Native Static Public]
    UAHCharacterMovementSubsystem* GetCharacterMovementSubsystem(); // 0x2397090 [Final Native Static Public]
    UCharacterDestructibleSubsystem* GetCharacterDestructibleSubsystem(UWorld* World); // 0x23972c0 [Final Native Static Public]
    UAudioOcclusionSubsystem* GetAudioOcclusionSubsystem(); // 0x23986a0 [Final Native Static Public]
    UAudioBankLoaderSubsystem* GetAudioBankLoaderSubsystem(); // 0x2397060 [Final Native Static Public]
    UAIUtilsSubsystem* GetAIUtilsSubsystem(); // 0x2398060 [Final Native Static Public]
    UAISignificanceSubsystem* GetAISignificanceSubsystem(); // 0x23983b0 [Final Native Static Public]
    UAIObservationSubsystem* GetAIObservationSubsystem(); // 0x23977f0 [Final Native Static Public]
    UAIDirectorSubsystem* GetAIDirectorSubsystemFromContextObject(UObject* InWorldContextObject); // 0x2397db0 [Final Native Static Public]
    UAIDirectorSubsystem* GetAIDirectorSubsystem(UWorld* World); // 0x2397e90 [Final Native Static Public]
    UAHWwiseSubsystem* GetAHWwiseSubsystem(); // 0x2398670 [Final Native Static Public]
    UAHWwiseBridgeSubsystem* GetAHWwiseBridgeSubsystem(); // 0x2397b50 [Final Native Static Public]
    UAHWorldStreamingSubsystem* GetAHWorldStreamingSubsystem(); // 0x23980c0 [Final Native Static Public]
    UAHWorldOriginShiftSubsystem* GetAHWorldOriginShiftSubsystem(); // 0x2398220 [Final Native Static Public]
    UAHWorldMapSubsystem* GetAHWorldMapSubsystem(); // 0x2398800 [Final Native Static Public]
    UAHRadioManagerSubsystem* GetAHRadioManagerSubsystem(); // 0x23980f0 [Final Native Static Public]
    UAHLandscapeMasksSubsystem* GetAHLandscapeMasksSubsystem(); // 0x2398510 [Final Native Static Public]
    UAHGameSettingsSubsystem* GetAHGameSettingsSubsystem(); // 0x2398640 [Final Native Static Public]
    UAHComposureSubsystem* GetAHComposureSubsystem(); // 0x23983e0 [Final Native Static Public]
    UAHAsyncLoaderSubsystem* GetAHAsyncLoaderSubsystem(); // 0x2398380 [Final Native Static Public]
    UAHAIPerceptionSystem* GetAHAIPerceptionSystem(UObject* WorldContextObject); // 0x2397690 [Final Native Static Public]
    UAHActorTrackingSubsystem* GetAHActorTrackingSubsystem(UWorld* World); // 0x23970f0 [Final Native Static Public]
    UAHAchievementSubsystem* GetAchievementSubsystem(); // 0x2396e60 [Final Native Static Public]

// USubtitlesSubsystem (/Script/AtomicHeart.SubtitlesSubsystem)
    void UseSubtitlesOverUI(bool bOverUI); // 0x23995a0 [Final Native Public]
    void UseAlternativeLocation(bool bUseAlternativeLocation); // 0x2399680 [Final Native Public]
    bool ShowSubtitle(const FName& Marker, AActor* Actor); // 0x23998d0 [Final Native Public]
    void OnSubtitleSettingChange(bool bIsEnabled); // 0x23994c0 [Final Native Public]
    bool HideSubtitle(const FName& Marker, AActor* Actor); // 0x2399760 [Final Native Public]

// USubtitlesWidget (/Script/AtomicHeart.SubtitlesWidget)
    void UseAlternativeLocation(bool bUseLocation); // 0x274f500 [Event Public]
    void ShowSentence(const FName& Marker, FText& Text, FText& Speaker, int32 PriorityLevel); // 0x274f500 [Event Public]
    void SetPause(bool bPause); // 0x274f500 [Event Public]
    void RemoveAllSubtitles(); // 0x274f500 [Event Public]
    void HideSentence(const FName& Marker); // 0x274f500 [Event Public]

// UCarGearShiftAbility (/Script/AtomicHeart.CarGearShiftAbility)
    void OnMontageEnded(UAnimMontage* Montage, bool bInterrupted); // 0x239aa20 [Final Native Protected]
    void OnMontageBlendingOutStarted(UAnimMontage* Montage, bool bInterrupted); // 0x239aa20 [Final Native Protected]

// USwitchItemAbility (/Script/AtomicHeart.SwitchItemAbility)
    void OnMontageInterrupted(); // 0xf824b0 [Final Native Private]
    void OnEndUnequipping(); // 0x239b040 [Final Native Public]
    void OnEndEquipping(); // 0x239b060 [Final Native Public]
    void EquipPendingItemByTimer(); // 0x239b020 [Final Native Private]
    void DeactivateItem(AEquipableItem* Item); // 0x239ae10 [Final Native Private]
    void ActivateItem(AEquipableItem* Item); // 0x239af40 [Final Native Private]

// UTagCondition (/Script/AtomicHeart.TagCondition)
    void OnLevelUnloaded(); // 0x239b390 [Final Native Protected]
    void OnLevelLoaded(); // 0x239b3b0 [Final Native Protected]
    void OnChangeEvent(); // 0x239b3d0 [Final Native Public]

// ITaggable (/Script/AtomicHeart.Taggable)
    FGameplayTag GetGameplayTag(); // 0x239b600 [Native Event Public]

// UTargetingComponent (/Script/AtomicHeart.TargetingComponent)
    bool UsingAutoAim(); // 0x239bcb0 [Final Native Public]
    bool UsingAimAssist(); // 0x239bd10 [Final Native Public]
    void OnTargetsUpdated(); // 0x274f500 [Event Public]
    bool HasTarget(); // 0x239c5e0 [Final Native Public]
    FTargetInfo GetBestTargetWithParameters(float InMaxDistance, float MaxAngle); // 0x239c000 [Final Native Public]
    FTargetInfo GetBestTargetInfo(); // 0x239bf60 [Final Native Public]
    AAHBaseCharacter* GetBestTarget(); // 0x239bfb0 [Final Native Public]
    void GetBestAimAssistTargetWithParams(float InMaxDistance, float MaxAngle, const AActor*& AimAssistTargetActor, const FVector& AimAssistLocation); // 0x239c350 [Final Native Public]
    TArray<void> GetAllTargetsWithParameters(float InMaxDistance, float MaxAngle); // 0x239c1a0 [Final Native Public]
    TArray<void> GetAllTargets(); // 0x239bd70 [Final Native Public]
    TArray<void> GetAllTargetCharacters(); // 0x239bda0 [Final Native Public]
    float GetAimAssistStrength(); // 0x239bc90 [Final Native Public]

// UTargetingUtils (/Script/AtomicHeart.TargetingUtils)
    AActor* K2_SelectSharpest(const TArray<FVector>& Targets, const FVector& Position, const FVector& Direction, bool bInverse); // 0x239cce0 [Final Native Static Public]
    AActor* K2_SelectClosest(const TArray<FVector>& Targets, const FVector& Position, bool bInverse); // 0x239cfb0 [Final Native Static Public]
    AActor* K2_SelectByDistAndAngle(const TArray<FVector>& Targets, const FVector& Position, const FVector& Direction, float DistanceMultiplier, float AngleMultiplier); // 0x239c970 [Final Native Static Public]

// UTargetLocationComponent (/Script/AtomicHeart.TargetLocationComponent)
    FVector GetTargetLocation(AActor* RequestedBy); // 0x239d4e0 [Native Event Public]

// ATelekinesisDragPawn (/Script/AtomicHeart.TelekinesisDragPawn)
    void OnStartGrab(UGrabComponent* InGrabComponent, AAHPlayerCharacter* GrabbingCharacter); // 0x274f500 [Event Public]
    void OnEndGrab(UGrabComponent* InGrabComponent, bool bIsThrown); // 0x274f500 [Event Public]
    UDA_GrabDragSettings* GetGrabDragSettings(); // 0x239d780 [Final Native Public]
    UPrimitiveComponent* GetGrabComponentPrimitiveComponent(); // 0x239d680 [Final Native Public]
    EDragMovementType GetGrabComponentDragMovementType(); // 0x239d730 [Final Native Public]
    USplineComponent* GetGrabComponentAssociatedRails(); // 0x239d6d0 [Final Native Public]

// UTelekineticCaptureAimLaserComponent (/Script/AtomicHeart.TelekineticCaptureAimLaserComponent)
    void UpdateLaserMaterialParameters(float InVisibilityAlpha, const FLinearColor& InCurrentColor); // 0x274f500 [Event Protected]

// ATelekineticCaptureAimMarker (/Script/AtomicHeart.TelekineticCaptureAimMarker)
    void TickFocus(int32 FocusTickNum); // 0x274f500 [Event Public]
    void TargetFocused(); // 0x274f500 [Event Public]
    void ShowMarker(); // 0x274f500 [Event Public]
    void InitializeVisualParameters(float MarkerRadius, const FLinearColor& ScanColor, const FLinearColor& FocusColor); // 0x274f500 [Event Public]
    void HideMarker(); // 0x274f500 [Event Public]

// UTelekineticDrofaAnimInstance (/Script/AtomicHeart.TelekineticDrofaAnimInstance)
    void OnLaserActivation(AActor* LaserWeaponActor, ULaserBarrel* Barrel, bool bWasActivated); // 0x239dbc0 [Final Native Private]

// ATelekineticSmashCueNotify_Actor (/Script/AtomicHeart.TelekineticSmashCueNotify_Actor)
    void K2_OnThrowDown(float ThrowDownSpeed); // 0x274f500 [Event Protected]
    void K2_OnTakeOff(float AbilityRadius, float LiftingHeight); // 0x274f500 [Event Protected]
    void K2_OnPreThrowDown(float ThrowDownSpeed); // 0x274f500 [Event Protected]
    void K2_OnFallingLoose(); // 0x274f500 [Event Protected]
    void CharacterHitTheFloor(AAHAICharacter* Character, FHitResult& HitResult); // 0x239e040 [Final Native Protected]

// ITelekineticSmashTarget (/Script/AtomicHeart.TelekineticSmashTarget)
    bool UseDefaultObjectLogic(); // 0x235a810 [Native Event Public]
    void ThrowDownRequested(float ThrowSpeed); // 0x239f1a0 [Native Event Public]
    void LiftUpRequested(float TargetHeight, float LiftingSpeed, float HeightDeviation, float Delay); // 0x239f270 [Native Event Public]
    void FallLooseRequested(); // 0x239f180 [Native Event Public]
    bool CanBeTelekineticSmashTarget(); // 0x2298850 [Native Event Public]

// UTelekineticThrowAbility (/Script/AtomicHeart.TelekineticThrowAbility)
    void OnThrowChargingTimerFinished(); // 0x239f650 [Final Native Protected]
    void ChargeThrow(float Alpha); // 0x239f670 [Final Native Protected]

// UTelekineticThrowTask (/Script/AtomicHeart.TelekineticThrowTask)
    void StartVelocityCheck(); // 0x239f880 [Final Native Protected]
    void OnThrownComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, const FVector& NormalImpulse, FHitResult& HitResult); // 0x239f8a0 [Final Native Protected]
    void EndTaskByTimer(); // 0x239f860 [Final Native Protected]

// ATelevisionSet (/Script/AtomicHeart.TelevisionSet)
    void OnFailedToOpen(); // 0x23a05f0 [Final Native Protected]
    void OnEndReached(); // 0x23a0610 [Final Native Protected]
    void OnBoxEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); // 0x239ffd0 [Final Native Protected]
    void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x23a0260 [Final Native Protected]
    void OnAudioPlayed(FAHWwisePlayingEventInfo& EventInfo); // 0x239fe60 [Final Native Private]
    bool IsRunningOnSteamDeck(); // 0x239ffb0 [Final Native Static Protected]

// ATerminalCameraScanner (/Script/AtomicHeart.TerminalCameraScanner)
    void UseCurrentInteractive(bool bDisableAfterUse); // 0x23a08e0 [Final Native Public]
    void ToggleModeFalseAlarm(); // 0x23a0ba0 [Final Native Public]
    void SetRadius(float NewRadius); // 0x23a0a00 [Final Native Public]
    void SetMinimumInteractFOV(float NewFOV); // 0x23a0ad0 [Final Native Public]
    void SendNotifyExitFromCameraScanner(); // 0x23a0ce0 [Final Native Public]
    void RemoveWidget(); // 0x23a0e00 [Final Native Public]
    void Possesses(); // 0x23a0d00 [Final Native Public]
    void K2_Zoom(float NewZoom, bool bInit); // 0x274f500 [Event Public]
    void K2_UpdateMarkerTarget(bool bAvailableNavmesh); // 0x274f500 [Event Public]
    void K2_UpdateDistance(float Alpha); // 0x274f500 [Event Public]
    void K2_SelectTargetLocation(const FVector& InTargetLocation); // 0x274f500 [Event Public]
    void K2_FinishScan(); // 0x274f500 [Event Public]
    void K2_Deactivated(); // 0x274f500 [Event Public]
    void K2_BeginScan(); // 0x274f500 [Event Public]
    void K2_Activated(); // 0x274f500 [Event Public]
    void InitializeInteractiveObject(); // 0x23a0e70 [Final Native Public]
    float GetZoomRatio(); // 0x23a0bf0 [Final Native Public]
    int32 GetZoom(); // 0x23a0bc0 [Final Native Public]
    void FinishScan(); // 0x23a0f70 [Final Native Public]
    void Deactivate(bool bExit); // 0x23a0e90 [Final Native Public]
    void CreateWidgetAndAddToViewport(); // 0x23a0e20 [Final Native Public]
    void ChangeMouseWheelValue(float Direction); // 0x23a0c10 [Final Native Public]
    void BlendCamera(bool bByPlayer); // 0x23a0d20 [Final Native Public]
    void BeginScan(); // 0x23a0fc0 [Final Native Public]
    void Activate(); // 0x23a1010 [Final Native Public]

// UTerminalCameraScannerWidget (/Script/AtomicHeart.TerminalCameraScannerWidget)
    void SetCameraScanner(ATerminalCameraScanner* TerminalCameraScanner); // 0x23a1720 [Final Native Public]
    void OnScannerPressed(); // 0x23a16d0 [Native Protected]
    void K2_Scan(); // 0x274f500 [Event Public]
    void K2_Quit(); // 0x274f500 [Event Public]
    void InputQuit(); // 0x23a1620 [Final Native Protected]
    void InputModeAlarm(); // 0x21e58a0 [Native Protected]
    void InputAxisZ(float MouseWheelValue); // 0x23a1550 [Native Protected]
    void InputAlarm(); // 0x21e9720 [Native Protected]
    ATerminalCameraScanner* GetCameraScanner(); // 0x23a16f0 [Final Native Public]

// ATerminalObject (/Script/AtomicHeart.TerminalObject)
    void UpdateQuarantine(bool InQuarantine); // 0x23a1c80 [Final Native Public]
    void TerminalExit(); // 0x23a2580 [Final Native Public]
    void QuarantineUpdatedEvent(bool bQuarantineState); // 0x274f500 [Event Public]
    FTerminalOwner GetTerminalOwner(); // 0x23a2040 [Final Native Public]
    TMap<TSoftObjectPtr<AActor>, void> GetAvailableFunctionButtons(); // 0x23a1b90 [Final Native Public]
    TArray<void> GetAllProfiles(); // 0x23a23f0 [Final Native Public]
    TArray<void> GetAllMails(); // 0x23a21b0 [Final Native Public]
    bool FunctionButtonUse(const FFunctionButtonInfo& ButtonInfo, const TSoftObjectPtr<AActor>& ButtonTargetActor); // 0x23a1d80 [Final Native Public]

// ATerminalSuslik (/Script/AtomicHeart.TerminalSuslik)
    void UpdateActiveLayer(); // 0x23a3500 [Final Native Public]
    void ToggleWorldMapToTerminalMode(bool bEnable); // 0x23a3600 [Final Native Public]
    void TerminalExit(bool bExtrime); // 0x23a3110 [Final Native Public]
    void SetZoomPreset(); // 0x23a34e0 [Final Native Public]
    void SetVisibleTerminalWidget(const ESlateVisibility& InVisibility); // 0x23a3210 [Final Native Public]
    void SendNotificationToAllServedScannerCameras(); // 0x23a36e0 [Final Native Public]
    void RemoveTerminalWidget(); // 0x23a3370 [Final Native Public]
    void RemoveTerminalCameraScannerWidget(); // 0x23a3300 [Final Native Public]
    void OnSignificanceChanged(AActor* OwnerActor, const ESignificanceLevels& PreviousSignificanceLevel, const ESignificanceLevels& NewSignificanceLevel); // 0x23a2840 [Final Native Private]
    void OnNotificationTerminalMessage(FGameplayTag& Token, const EWorldMapTypeOperationNotify& TypeOperation, AActor* Actor, FGameplayTag& Action); // 0x23a2bf0 [Final Native Private]
    void OnNotificationCameraScannerMessage(const FGameplayTag& Token, bool bIsAlive); // 0x23a2a90 [Final Native Private]
    void OnExitFromCameraScanner(); // 0x23a3700 [Native Event Public]
    void OnDownloaded(bool bUpdated); // 0x23a2e70 [Final Native Private]
    int32 GetNumberCamerasScanners(); // 0x23a31f0 [Final Native Public]
    int32 GetNumberAliveCamerasScanners(); // 0x1a9b190 [Final Native Public]
    TArray<void> GetCameras(); // 0x23a2f50 [Final Native Public]
    void ExecuteAction(FGameplayTag& Token, AActor* Actor, FGameplayTag& Action); // 0x274f500 [Event Public]
    void EnableBlendToWorldMap(); // 0x23a35b0 [Final Native Public]
    void DisableBlendToWorldMap(); // 0x23a3560 [Final Native Public]
    void CreateTerminalWidgetAndAddToViewport(); // 0x23a34c0 [Final Native Public]
    void CreateTerminalCameraScannerWidgetAndAddToViewport(ATerminalCameraScanner* InTerminalCameraScanner); // 0x23a33e0 [Final Native Public]

// UTerminalSuslikWidget (/Script/AtomicHeart.TerminalSuslikWidget)
    void OnDeactivateMapMovement(); // 0x23a3c50 [Final Native Protected]
    void OnActivateMapMovement(); // 0x23a3ca0 [Final Native Protected]
    void K2_Exit(); // 0x274f500 [Event Public]
    void K2_Downloaded(bool bUpdated); // 0x274f500 [Event Public]
    void InputAxisZ(float AxisValue); // 0x23a3b80 [Native Protected]
    ATerminalSuslik* GetTerminal(); // 0x23a3cf0 [Final Native Public]

// UTerminalWidget (/Script/AtomicHeart.TerminalWidget)
    ATerminalObject* GetTerminal(); // 0x2282470 [Final Native Public]
    void CloseSecondaryMenuEvent(); // 0x274f500 [Event Protected]
    void CloseSecondaryMenu(); // 0x23a3fa0 [Final Native Protected]

// UTimeSlowAbility (/Script/AtomicHeart.TimeSlowAbility)
    float GetVisualTimeSlowProgress(); // 0x23a4e30 [Final Native Public]

// UToggleDebugCategoryButton (/Script/AtomicHeart.ToggleDebugCategoryButton)
    void ToggleDebugCategory(const FName& DebugCategoryName); // 0x22e6b00 [Final Native Public]
    bool IsDebugCategoryEnabled(const FName& DebugCategoryName); // 0x23a5070 [Final Native Public]

// UToggleEngineShowFlagButton (/Script/AtomicHeart.ToggleEngineShowFlagButton)
    void ToggleEngineShowFlag(int32 FlagIndex, bool FlagValue); // 0x23a52b0 [Final Native Public]
    bool IsEngineShowFlagEnabled(int32 FlagIndex); // 0x22e4160 [Final Native Public]

// UToggleEngineStatButton (/Script/AtomicHeart.ToggleEngineStatButton)
    void ToggleEngineStat(const FString& StatName); // 0x23a5670 [Final Native Public]
    bool IsEngineStatEnabled(const FString& StatName); // 0x23a5560 [Final Native Public]

// UTooltipLockWidget (/Script/AtomicHeart.TooltipLockWidget)
    void ChangeToolTip(const EUniversalLockParts& LockPartType, bool bIsMultiPuzzle); // 0x274f500 [Event Public]

// ATurretCharacter (/Script/AtomicHeart.TurretCharacter)
    void OnUnfoldAnimationEnded(UAnimMontage* Montage, bool bInterrupted); // 0x23a75a0 [Final Native Public]
    void OnHackedStateChanged(bool bInIsHacked); // 0x23a7880 [Final Native Public]
    void OnForceFireTimerEnded(); // 0x23a7270 [Final Native Public]
    void OnFoldAnimationEnded(UAnimMontage* Montage, bool bInterrupted); // 0x23a7720 [Final Native Public]
    void OnEndGrab(UGrabComponent* InGrabComponent, bool bIsThrown); // 0x23a72e0 [Final Native Public]
    void OnBeginGrab(UGrabComponent* InGrabComponent, AAHPlayerCharacter* InGrabbedByCharacter); // 0x23a7440 [Final Native Public]

// UTutorialWidget (/Script/AtomicHeart.TutorialWidget)
    void ShowHint(FTutorialHintInfo& InHintInfo); // 0x23a8200 [Final Native Public]
    void RequestHintArrange(); // 0x23a7fa0 [Final Native Public]
    void OnShowHintVisibility(); // 0x274f500 [Event Protected]
    void OnShowHint(UWidget* InProxyWidget, FTutorialHintInfo& InHintInfo); // 0x274f500 [Event Public]
    void OnPostSlateTick(float InDeltaTime); // 0x23a7ed0 [Final Native Protected]
    void OnHideHint(); // 0x274f500 [Event Public]
    void OnArrangeWidgets(const FVector2D& InLocation, const FVector2D& InSize); // 0x23a7d50 [Native Event Protected]
    void HideHint(); // 0x23a8090 [Final Native Public]

// UTypingTextWidget (/Script/AtomicHeart.TypingTextWidget)
    void OnStartTypingEvent(float OutShowDelay); // 0x274f500 [Event Public]
    void OnSetTypingTextEvent(FText& OutText); // 0x274f500 [Event Public]

// IUIHoldActionInterface (/Script/AtomicHeart.UIHoldActionInterface)
    void OnHoldActionReleased(); // 0x23a9b60 [Native Event Public]
    void OnHoldActionProgress(const float& OutProgress); // 0x23a9b80 [Native Event Public]
    void OnHoldActionPressed(); // 0x16c04c0 [Native Event Public]
    void OnHoldActionIsDone(); // 0x23a9b40 [Native Event Public]
    void OnHoldActionCancelled(); // 0x235ada0 [Native Event Public]
    bool CanStartHoldAction(); // 0x23a9b10 [Native Event Public]

// UUIUtils (/Script/AtomicHeart.UIUtils)
    ESlateVisibility WidgetVisibilityByBinary(bool bInCondition, bool bCollapsed, bool bHitTestable); // 0x23ac890 [Final Native Static Public]
    UDA_ItemBase* TryGetResourceItemByTag(UDA_ResourcesTags* InData, FGameplayTag& InTag); // 0x23aaba0 [Final Native Static Public]
    bool TryGetInfoDamageType(UDA_InfoDamageTypes* InData, const FGameplayTag& InInfoDamageTypeTag, FInfoDamageType& OutResult); // 0x23aad90 [Final Native Static Public]
    void SetWidgetVisibilityByBinary(UWidget* Widget, bool bInCondition, bool bCollapsed, bool bHitTestable); // 0x23ac2b0 [Final Native Static Public]
    void SetWidgetVisibility(UWidget* Widget, const ESlateVisibility& Visibility); // 0x23ac540 [Final Native Static Public]
    void SetCursorWidgetVisibility(APlayerController* InPlayerController, bool bShow, uint8 CursorType); // 0x23ab840 [Final Native Static Public]
    bool ReturnDebugWidgetToPool(AAHAICharacter* AICharacter, UAIDebugWidget* AIDebugWidget); // 0x23ab620 [Final Native Static Public]
    FVector2D ProjectWorldLocationToScreenNormalizedCoords(UObject* WorldContextObject, APlayerController* InPlayerController, const FVector& InWorldLocation); // 0x23acaa0 [Final Native Static Public]
    bool ProjectWorldLocationToScreenFromCenterOrigin(UObject* WorldContextObject, APlayerController* InPlayerController, const FVector& InWorldLocation, const FVector2D& OutScreenLocation); // 0x23adbd0 [Final Native Static Public]
    bool ProjectWorldLocationToLocalCoordsFromCenterOriginWithContainer(UObject* InWorldContextObject, UWidget* InContainer, APlayerController* InPlayerController, const FVector& InWorldLocation, const FVector2D& OutScreenLocation); // 0x23acc90 [Final Native Static Public]
    bool ProjectWorldLocationToLocalCoordsFromCenterOrigin(UObject* InWorldContextObject, UWidget* TargetWidget, APlayerController* InPlayerController, const FVector& InWorldLocation, const FVector2D& OutScreenLocation); // 0x23ad400 [Final Native Static Public]
    FVector ProjectMouseCoordsFromCameraToWidgetComponent(UObject* WorldContextObject, UCameraComponent* InCameraComponent, UWidgetComponent* InWidgetComponent, const bool& bProjected); // 0x23aba20 [Final Native Static Public]
    bool HasAnyVisibleChild(UPanelWidget* InWidget); // 0x23aa7a0 [Final Native Static Public]
    bool GetWidgetIsVisible(UWidget* InWidget); // 0x23abdf0 [Final Native Static Public]
    bool GetWidgetIsInvisible(UWidget* InWidget); // 0x23abcb0 [Final Native Static Public]
    FVector2D GetViewportHalfSizeScaled(UObject* WorldContextObject); // 0x23ae600 [Final Native Static Public]
    bool GetSlateVisibilityIsVisible(const ESlateVisibility& InSlateVisibility); // 0x23abf30 [Final Native Static Public]
    FVector2D GetRelativePositionToContainer(UWidget* InWidget, UWidget* InContainer); // 0x23ac000 [Final Native Static Public]
    bool GetPolygonIsLooted(UWorldMapPropertyLootBox* InLootBoxProperty); // 0x23aa3c0 [Final Native Static Public]
    bool GetMouseProjectedOnViewportCoords(UObject* InWorldContextObject, const FVector2D& OutMouse); // 0x23ae380 [Final Native Static Public]
    bool GetMouseProjectedCoords(UObject* WorldContextObject, const FVector2D& OutMouse); // 0x23ae4c0 [Final Native Static Public]
    bool GetMouseDelta(UObject* InWorldContextObject, const FVector2D& OutDeltaMouse, float InSenseDeltaMouse); // 0x23ae1b0 [Final Native Static Public]
    UAIDebugWidget* GetDebugWidgetForAICharacter(AAHAICharacter* AICharacter); // 0x23ab770 [Final Native Static Public]
    UAIStatusContainer* GetAssociatedOrFirstAvailableAIStatusContainerForAICharacter(AAHAICharacter* Character); // 0x23ab0d0 [Final Native Static Public]
    UAIStatusContainer* GetAssociatedAIStatusContainerForAICharacter(AAHAICharacter* AICharacter); // 0x23ab550 [Final Native Static Public]
    void ForceCloseAudioDiaryNotify(); // 0x23aa6c0 [Final Native Static Public]
    UWidget* DuplicateWidget(UWidget* InWidget, UObject* InOwner); // 0x23aa990 [Final Native Static Public]
    FLinearColor ColorByBinary(bool bInCondition, const FLinearColor& TrueColor, const FLinearColor& FalseColor); // 0x23ac690 [Final Native Static Public]

// AUniversalLock (/Script/AtomicHeart.UniversalLock)
    void StartMoveHandsToPlayer(); // 0x23af260 [Final Native Public]
    void SpawnParts(); // 0x23af350 [Final Native Public]
    void SendUsedToTargets(); // 0x23af240 [Final Native Public]
    void SelectPrevPuzzle(); // 0x23af2f0 [Final Native Public]
    void SelectNextPuzzle(); // 0x23af280 [Final Native Public]
    void OnUse(); // 0x23af140 [Final Native Public]
    void OnRightAction(); // 0x23af1e0 [Final Native Public]
    void OnPartRightAction(); // 0x23af050 [Final Native Public]
    void OnPartLeftAction(); // 0x23aef60 [Final Native Public]
    void OnLeftAction(); // 0x23af200 [Final Native Public]
    void OnInteractExitEvent(); // 0x274f500 [Event Public]
    void OnInteractEnterEvent(); // 0x274f500 [Event Public]
    void OnForceExit(); // 0x274f500 [Event Public]
    void OnCompletePartEvent(int32 InPartIndex); // 0x274f500 [Event Public]
    void OnCompletePart(int32 InPartIndex); // 0x23af650 [Final Native Public]
    void OnCompleteAllPartsEvent(); // 0x274f500 [Event Public]
    void OnCompleteAllParts(); // 0x23af630 [Final Native Public]
    void OnAction(); // 0x23af1c0 [Final Native Public]
    void ForceExit(); // 0x23af330 [Final Native Public]
    void ExitAnimationSetup(); // 0x23af310 [Final Native Public]
    void EnableSwitchPuzzle(); // 0x23af220 [Final Native Public]
    bool CanExitLock(); // 0x23af720 [Final Native Public]
    void AssignPartsScenes(const TArray<void>& InSceneComponents); // 0x23af530 [Final Native Public]
    void AssignHandsScene(USceneComponent* InSceneComponent); // 0x23af450 [Final Native Public]
    void AssignCenterScene(USceneComponent* InSceneComponent); // 0x23af370 [Final Native Public]

// AUniversalLockPart_CoinLock (/Script/AtomicHeart.UniversalLockPart_CoinLock)
    void SpawnCoin(); // 0x274f500 [Event Protected]
    void CoinInserted(); // 0x23b01e0 [Native Event Public]

// UUnrealAudioSkeletalComponent (/Script/AtomicHeart.UnrealAudioSkeletalComponent)
    void StopAll(); // 0x23b0480 [Final Native Public]
    void Stop(const FName& SocketName); // 0x23b04a0 [Final Native Public]
    UAudioComponent* K2_Play(const TSoftObjectPtr<USoundBase>& Event, const FName& SocketName); // 0x23b05d0 [Final Native Public]

// UUpgradeProsConsWidget (/Script/AtomicHeart.UpgradeProsConsWidget)
    void OnUpdateData(); // 0x274f500 [Event Public]

// IUseable (/Script/AtomicHeart.Useable)
    void Used(UActiveUserComponent* ActiveUserComponent); // 0x23b12b0 [Native Event Public]
    void ResetUsed(UActiveUserComponent* ActiveUserComponent); // 0x23b0fb0 [Native Event Public]
    void MultipleOptionUse(UActiveUserComponent* ActiveUserComponent, int32 UseActionID); // 0x23b0e50 [Native Event Public]
    UObject* GetUsingConditionsPayload(UActiveUserComponent* ActiveUserComponent); // 0x23b11c0 [Native Event Public]
    TArray<void> GetInteractionVisualTransform(); // 0x23b0dd0 [Native Event Public]
    FInteractionData GetInteractionData(UActiveUserComponent* ActiveUserComponent); // 0x23b1090 [Native Event Public]
    bool CanBeUsed(UActiveUserComponent* ActiveUserComponent, bool bPreCheck); // 0x23b1390 [Native Event Public]

// IUser (/Script/AtomicHeart.User)
    void Use(UInteractiveComponent* InteractiveComponent); // 0x23b1c20 [Native Event Public]

// IUsing3DNavigation (/Script/AtomicHeart.Using3DNavigation)
    UMercunaNavigationComponent* GetMercunaNavigationComponent(); // 0x23b1da0 [Native Public]
    UMercuna3DMovementComponent* GetMercunaMovementComponent(); // 0x235fb80 [Native Public]

// UUtilityDebugTab (/Script/AtomicHeart.UtilityDebugTab)
    void UpdateShadowButtonState(UDebugMenuButton* Button); // 0x23b1f50 [Final Native Public]
    void ToggleFrameCounterEvent(); // 0x274f500 [Event Public]
    void OnShadowButtonClicked(); // 0x23b2070 [Final Native Public]
    void OnForceGCButtonClicked(); // 0x227bb90 [Final Native Public]

// UUtkaAnimInstance (/Script/AtomicHeart.UtkaAnimInstance)
    void TimerDone(); // 0x23b2360 [Final Native Private]
    void AnimNotify_OpenHead(UAnimNotify* AnimNotify); // 0x23b2450 [Final Native Protected]
    void AnimNotify_CloseHead(UAnimNotify* AnimNotify); // 0x23b2380 [Final Native Protected]

// AValveObject (/Script/AtomicHeart.ValveObject)
    void AdvancedActivate(int32 InputDir); // 0x23b2620 [Final Native Private]

// UVaultAbility (/Script/AtomicHeart.VaultAbility)
    void K2_ProcessIKRequest(const FBPTraversalIKRequest& Request); // 0x23b28a0 [Final Native Public]

// UVertexPaintFunctionLibrary (/Script/AtomicHeart.VertexPaintFunctionLibrary)
    void FillVerticesWithColor(UStaticMeshComponent* StaticMeshComponent, const FColor& Color); // 0x23b3120 [Final Native Static Public]
    void FillVerticesInRadius(UStaticMeshComponent* StaticMeshComponent, const FColor& Color, const FVector& Point, float Radius); // 0x23b2c70 [Final Native Static Public]

// UVFXSubsystem (/Script/AtomicHeart.VFXSubsystem)
    void OnParticleSystemFinished(UParticleSystemComponent* ParticleSystemComponent); // 0x23b34b0 [Final Native Private]

// UVoiceAssistantComponent (/Script/AtomicHeart.VoiceAssistantComponent)
    void TryEndAssistantDialog(const FGameplayTag& DialogTag); // 0x21de700 [Final Native Public]
    void TryContinueSuspendedDialogByTimer(); // 0x23b3950 [Final Native Protected]
    bool TryActivateAssistantDialog(const FGameplayTag& DialogTag); // 0x23b3dc0 [Final Native Public]
    void StopPlayingAssistantDialogs(); // 0x23b3da0 [Final Native Public]
    void PlayerVoiceEventPlayed(FSoundEventContainer& EventContainer); // 0x23b3970 [Final Native Protected]
    void OnSuspendedStatusChanged(bool bStatusActive); // 0x23b3870 [Final Native Protected]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x23b3b90 [Final Native Protected]
    void OnDelayBetweenDialogsTimerElapsed(); // 0x23b3850 [Final Native Protected]
    void K2_OnGameplayEvent(FGameplayEvent& Event); // 0x274f500 [Event Protected]
    bool IsAssistantDialogActive(); // 0x23b3eb0 [Final Native Public]
    void AssistantVoiceEventPlayed(FSoundEventContainer& EventContainer); // 0x23b3a80 [Final Native Protected]

// UVoiceAssistantSubsystem (/Script/AtomicHeart.VoiceAssistantSubsystem)
    void TryActivateAssistantDialog(const FGameplayTag& DialogTag, bool bSpawnVoiceAssistantCharacter); // 0x23b4490 [Final Native Public]
    void StopPlayingAssistantDialogs(bool bDestroyVoiceAssistantCharacter); // 0x23b4350 [Final Native Public]
    void SpawnVoiceAssistantCharacter(); // 0x23b4330 [Final Native Public]
    AVoiceAssistantCharacter* GetVoiceAssistantCharacter(); // 0x10a2540 [Final Native Public]
    void DestroyVoiceAssistantCharacter(); // 0x23b4310 [Final Native Public]

// UVolumetricSoundDispatcherComponent (/Script/AtomicHeart.VolumetricSoundDispatcherComponent)
    void DetectVolumetricSoundBoxes(); // 0x23b4a00 [Final Native Private]

// UWeaponCrosshair (/Script/AtomicHeart.WeaponCrosshair)
    void OnUpdateSuperAttackState(const ECrosshairSuperAttackState& InState); // 0x274f500 [Event Protected]
    void OnUpdateSpread(float InCurrentSpreadAlpha); // 0x274f500 [Event Public]
    void OnSuperAttackTimeUpdated(float InNewTime); // 0x274f500 [Event Protected]
    void OnStopReloadEvent(); // 0x274f500 [Event Public]
    void OnStopMovingEvent(); // 0x274f500 [Event Public]
    void OnStopCharge(); // 0x274f500 [Event Public]
    void OnStopAimEvent(); // 0x274f500 [Event Public]
    void OnStartReloadEvent(); // 0x274f500 [Event Public]
    void OnStartMovingEvent(); // 0x274f500 [Event Public]
    void OnStartCharge(); // 0x274f500 [Event Public]
    void OnStartAimEvent(); // 0x274f500 [Event Public]
    void OnShowWidgetEvent(); // 0x274f500 [Event Public]
    void OnKillEvent(); // 0x274f500 [Event Public]
    void OnHitEvent(); // 0x274f500 [Event Public]
    void OnHideWidgetEvent(); // 0x274f500 [Event Public]
    void OnFireEvent(); // 0x274f500 [Event Public]
    void OnDamageAvoidedDLC3(); // 0x274f500 [Event Public]
    void OnDamageAvoided(); // 0x274f500 [Event Public]
    ABaseWeapon* GetWeapon(); // 0x23b4fe0 [Final Native Public]

// UWeaponPropertyWidget (/Script/AtomicHeart.WeaponPropertyWidget)
    void UpdatePreviewValue(int32 InValue); // 0x23b5f40 [Final Native Public]
    void UpdateConstantValue(int32 InValue); // 0x23b6040 [Final Native Public]
    void OnUpdatePreviewValueEvent(int32 OutValue); // 0x274f500 [Event Public]
    void OnUpdateDataEvent(); // 0x274f500 [Event Public]
    void OnUpdateConstantValueEvent(int32 OutValue); // 0x274f500 [Event Public]
    void OnClearUpgradeEvent(); // 0x274f500 [Event Public]
    void OnApplyUpgradeEvent(); // 0x274f500 [Event Public]
    void ClearUpgrade(); // 0x23b5e70 [Final Native Public]
    void ApplyUpgrade(); // 0x23b5ed0 [Final Native Public]

// UWeaponRecoilComponent (/Script/AtomicHeart.WeaponRecoilComponent)
    void BlockWeaponReturn(bool bBlock); // 0x23b6360 [Final Native Public]

// UWeaponsCarouselWidget (/Script/AtomicHeart.WeaponsCarouselWidget)
    void SelectPreviousConsumableItem(); // 0x23b6590 [Final Native Protected]
    void SelectNextConsumableItem(); // 0x23b65e0 [Final Native Protected]
    void OnInventoryChanged(); // 0x23b6660 [Final Native Protected]
    UDA_ItemBase* GetCurrentUpItemDataAsset(); // 0x23b6800 [Final Native Protected]
    UDA_ItemBaseWeapon* GetCurrentRangeWeapon(); // 0x23b6680 [Final Native Protected]
    UDA_ItemBaseWeapon* GetCurrentMeleeWeapon(); // 0x23b6740 [Final Native Protected]
    float GetCurrentMeleeDurability(); // 0x23b6820 [Final Native Protected]

// UWeaponsDebugTab (/Script/AtomicHeart.WeaponsDebugTab)
    void OnToggleWeaponFlash(); // 0xf824b0 [Final Native Public]
    void OnToggleImpactFXSpawner(); // 0xf824b0 [Final Native Public]
    void OnToggleBulletShells(); // 0xf824b0 [Final Native Public]
    void OnToggleBulletFXSpawner(); // 0xf824b0 [Final Native Public]
    bool GetWeaponFlashIsActive(); // 0x10b1e60 [Final Native Public]
    bool GetImpactFXSpawnerIsActive(); // 0x10b1e60 [Final Native Public]
    bool GetBulletShellsIsActive(); // 0x10b1e60 [Final Native Public]
    bool GetBulletFXSpawnerIsActive(); // 0x10b1e60 [Final Native Public]

// UWeaponStatusWidget (/Script/AtomicHeart.WeaponStatusWidget)
    void SetMeleeWeaponAttackIndicator(bool bIsTwoHanded, UTexture2D* AttackIcon); // 0x274f500 [Event Protected]
    void OnCurrentAmmoUpdated(int32 Current, int32 Max); // 0x274f500 [Event Protected]
    void OnChangeShowState(bool bIsShow); // 0x274f500 [Event Protected]

// UWeaponsUtils (/Script/AtomicHeart.WeaponsUtils)
    UEquipableItemProperty* PropertyChangeInfoAsProperty(FPropertyChangeInfo& InPropertyChangeInfo); // 0x23b8810 [Final Native Static Public]
    FEquipableItemPropertyChange MakeEquipableItemPropertyChange(const EEquipableItemProperty& Property, const EEquipableItemPropertyOperations& Operation, float Value); // 0x23bca90 [Final Native Static Public]
    bool HasWeaponUpgradeInstalledById(ABaseWeapon* InWeapon, FGameplayTag& InId); // 0x23bb700 [Final Native Static Public]
    bool HasRecipeForUpgrade(ABaseWeapon* InWeapon, FGameplayTag& InId); // 0x23ba950 [Final Native Static Public]
    TArray<void> GetWeaponUpgradesSlotsDataByItem(UDA_ItemBase* InItemDataAsset); // 0x23bc000 [Final Native Static Public]
    TArray<void> GetWeaponUpgradesSlotsData(ABaseWeapon* InWeapon); // 0x23bc2e0 [Final Native Static Public]
    int32 GetWeaponUpgradesSlotsByItem(UDA_ItemBase* ItemDataAsset); // 0x23b7570 [Final Native Static Public]
    TArray<void> GetWeaponUpgradePropertiesChangesIfAppliedById(ABaseWeapon* InWeapon, FGameplayTag& InId); // 0x23ba310 [Final Native Static Public]
    TArray<void> GetWeaponUpgradePriceById(ABaseWeapon* InWeapon, FGameplayTag& InId); // 0x23ba4a0 [Final Native Static Public]
    bool GetWeaponUpgradeIsCassetteUpgradeByItem(UDA_ItemBase* InItemDataAsset, FGameplayTag& InUpgradeId); // 0x23bc450 [Final Native Static Public]
    bool GetWeaponUpgradeIsCassetteUpgrade(ABaseWeapon* InWeapon, FGameplayTag& InUpgradeId); // 0x23bc700 [Final Native Static Public]
    UWeaponUpgradeData* GetWeaponUpgradeByItem(UDA_ItemBase* InItemDataAsset, FGameplayTag& InId); // 0x23bbc30 [Final Native Static Public]
    UWeaponUpgradeData* GetWeaponUpgrade(ABaseWeapon* InWeapon, FGameplayTag& InId); // 0x23bbe80 [Final Native Static Public]
    float GetWeaponUIPropertyBaseValue(UDA_ItemBase* InItemDataAsset, const EUIWeaponProperties& UIProperty); // 0x23b8240 [Final Native Static Public]
    bool GetWeaponSlotUpgrades(ABaseWeapon* InWeapon, const TArray<bool>& OutSlotUpgrades); // 0x23b7760 [Final Native Static Public]
    float GetWeaponPropertyValue(ABaseWeapon* InWeapon, const EEquipableItemProperty& InPropertyType, float InDefaultValue); // 0x23b8db0 [Final Native Static Public]
    UEquipableItemProperty* GetWeaponProperty(ABaseWeapon* InWeapon, const EEquipableItemProperty& InPropertyType); // 0x23b8b60 [Final Native Static Public]
    TArray<void> GetWeaponProperties(ABaseWeapon* InWeapon, const EEquipableItemProperty& InPropertyType); // 0x23b8900 [Final Native Static Public]
    bool GetWeaponHasUpgradeById(ABaseWeapon* InWeapon, FGameplayTag& InId); // 0x23bb9a0 [Final Native Static Public]
    bool GetWeaponHasCassetteSlot(ABaseWeapon* InWeapon); // 0x23bc8e0 [Final Native Static Public]
    void GetUpgradeChildrenCountRecursive(UDA_ItemBase* InItemDataAsset, FGameplayTag& InId, TMap<int32, FGameplayTag>& InActivatedUpgrades, const int32& OutLevelsCount, const int32& OutActivatedLevelsCount, FGameplayTag& OutCurrentLevelId, FGameplayTagContainer& OutLevelsTags); // 0x23b8fa0 [Final Native Static Public]
    float GetDeltaValueOfPropertyChangeInfo(FPropertyChangeInfo& InPropertyChangeInfo); // 0x23b8630 [Final Native Static Public]
    bool GetCassetteInfoFromItem(AAHPlayerCharacter* InPlayerCharacter, int32 InItemId, const UDA_ItemCassette*& OutCassetteDataAsset, const float& OutCharges); // 0x23b7e40 [Final Native Static Public]
    float GetBaseValueOfPropertyChangeInfo(FPropertyChangeInfo& InPropertyChangeInfo); // 0x23b8720 [Final Native Static Public]
    TMap<FGameplayTag, void> GetActivatedWeaponUpgrades(ABaseWeapon* InWeapon); // 0x23bb480 [Final Native Static Public]
    int32 GenerateNextUpgradeHandleId(); // 0x23b8600 [Final Native Static Public]
    bool ExtractUpgradeOrBranch(ABaseWeapon* InWeapon, FGameplayTag& InId, bool bFullBranch); // 0x23b94e0 [Final Native Static Public]
    bool CanBuyWeaponUpgradesById(ABaseWeapon* InWeapon, FGameplayTagContainer& InUpgrades, const TArray<TArray<bool>>& OutPrice, const TArray<bool>& OutPlayerResources); // 0x23ba630 [Final Native Static Public]
    ECraftResult CanBuyWeaponUpgradeById(ABaseWeapon* InWeapon, FGameplayTag& InId, const TArray<TArray<ECraftResult>>& OutPrice, const TArray<ECraftResult>& OutPlayerResources); // 0x23bac80 [Final Native Static Public]
    ECraftResult ApplyUpgradeOrBranch(ABaseWeapon* InWeapon, FGameplayTag& InId, bool bCheckPrice, bool bFullBranch); // 0x23b9710 [Final Native Static Public]

// UEquipableItemProperty (/Script/AtomicHeart.EquipableItemProperty)
    void ResetChanges(); // 0x10ce7c0 [Native Public]
    void RemoveChangesByTag(FGameplayTag& InId); // 0x23bd370 [Final Native Public]
    void RemoveChanges(int32 HandleID); // 0x23bd5f0 [Final Native Public]
    float PrecalculateDeltaChange(FEquipableItemPropertyChange& InChange); // 0x23bd810 [Final Native Public]
    float GetValue(); // 0x23bda10 [Final Native Public]
    EEquipableItemProperty GetPropertyType(); // 0x23bd350 [Final Native Public]
    float GetMinValue(); // 0x23bd330 [Final Native Public]
    float GetMaxValue(); // 0x23bd310 [Final Native Public]
    float GetBaseValue(); // 0x23bda40 [Final Native Public]
    bool CanApplyChange(FEquipableItemPropertyChange& InChange); // 0x23bd910 [Native Public]
    void AddChangeByTag(FGameplayTag& InId, FEquipableItemPropertyChange& InChange); // 0x23bd470 [Final Native Public]
    void AddChange(int32 HandleID, FEquipableItemPropertyChange& InChange); // 0x23bd6c0 [Final Native Public]

// UWeaponUpgradeSlotWidget (/Script/AtomicHeart.WeaponUpgradeSlotWidget)
    void ShowSelectUpgrades(bool bIsShow); // 0x23be800 [Final Native Public]
    void SetSelected(bool bIsSelected); // 0x23be470 [Final Native Public]
    void OnUpgradeSlotUnhoveredEvent(); // 0x274f500 [Event Public]
    void OnUpgradeSlotHoveredEvent(); // 0x274f500 [Event Public]
    void OnUpgradeSlotHovered(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x23be310 [Final Native Public]
    void OnUpdateDataEvent(); // 0x274f500 [Event Public]
    void OnShowSelectUpgradesEvent(bool bIsShow); // 0x274f500 [Event Public]
    void OnSelectedEvent(bool bIsSlotSelected); // 0x274f500 [Event Public]
    void OnIncreaseUpgradeLevel(int32 OutLevel); // 0x274f500 [Event Public]
    void OnButtonUnhovered(); // 0x23be8e0 [Final Native Public]
    void OnButtonHovered(); // 0x23be920 [Final Native Public]
    void OnButtonClicked(); // 0x23be960 [Final Native Public]
    bool GetIsUpgradeSelectOpened(); // 0x23be2c0 [Final Native Public]
    void FillSelectUpgrades(UDA_ItemBase* ItemDataAsset, const TArray<TMap<FGameplayTag, void>>& InUpgradesData, TMap<FGameplayTag, void>& InActivatedUpgrades); // 0x23be550 [Final Native Public]

// UWeaponUpgradeWidget (/Script/AtomicHeart.WeaponUpgradeWidget)
    void OnUpgradeSlotUnhovered(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x274f500 [Event Protected]
    void OnUpgradeSlotHovered(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x274f500 [Event Protected]
    void OnUpgradeSlotClicked(UWeaponUpgradeSlotWidget* UpgradeWidget, int32 UpgradeIndex); // 0x274f500 [Event Protected]
    void OnSelectPreviousUpgrade(); // 0x274f500 [Event Public]
    void OnSelectNextUpgrade(); // 0x274f500 [Event Public]
    void CreateUpgradeLine(); // 0x274f500 [Event Protected]

// IWeatherManager (/Script/AtomicHeart.WeatherManager)
    void OnChangePostEffect(float InPostEffectBlend); // 0x274f500 [Event Public]

// UWhipAbility (/Script/AtomicHeart.WhipAbility)
    void OnAnimNotify_Activate_K2(); // 0x274f500 [Event Protected]

// UWindowControlKeyWidget (/Script/AtomicHeart.WindowControlKeyWidget)
    void UpdateHoldProgressEvent(const float& OutProgress); // 0x274f500 [Event Protected]
    void SetTextFont(FSlateFontInfo& InFont); // 0x23bf4b0 [Final Native Public]
    void SetTextColor(FSlateColor& InColorAndOpacity); // 0x23bf360 [Final Native Public]
    void SetText(FText& InText); // 0x23bf5f0 [Final Native Public]
    void SetButtonVisual(UUITaggedInputAction* OutInputAction); // 0x274f500 [Event Protected]
    void SetButton(const FGameplayTag& InTag); // 0x23bf740 [Final Native Public]
    void OnGamepadControlledChanged(bool bIsGamepadEnabled); // 0x23bf820 [Final Native Public]
    bool IsButtonVisible(const EUIActionPlatformButtonVisibility& InButtonVisibility, bool bInIsGamepad); // 0x23bf1d0 [Final Native Public]

// UWindowControlsWidget (/Script/AtomicHeart.WindowControlsWidget)
    void SetMenuControls(const FGameplayTag& InInputMappingContextTag); // 0x23bfd20 [Final Native Public]
    void SetEmptyState(); // 0x23bfbb0 [Final Native Protected]
    UWindowControlKeyWidget* GetButtonByTag(const FGameplayTag& InInputActionTag); // 0x23bfc00 [Final Native Public]

// AWorldMap (/Script/AtomicHeart.WorldMap)
    void UpdateWorldMap(); // 0x23c1940 [Final Native Public]
    void ToggleWorldMapLayer(const EWorldMapLayer& NewActiveWorldMapLayer); // 0x23c16a0 [Final Native Public]
    void SetMapZoom(float Value); // 0x23c1090 [Final Native Public]
    void SetMapOffset(const FVector2D& NewMapOffset); // 0x23c11a0 [Final Native Public]
    void SetMapDistance(float Value); // 0x23c12b0 [Final Native Public]
    void OnSpawnerEvent(AActor* SpawnedActor, const EBehaviourType& BehaviourType); // 0x23c0110 [Final Native Private]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x23bff00 [Final Native Private]
    void OnChangeDistance(); // 0x274f500 [Event Public]
    void OnAnimatedSpawnerEvent(AAHAICharacter* SpawnedCharacter); // 0x23c0900 [Final Native Private]
    void HiddenWorldMap(); // 0x23c18c0 [Final Native Public]
    UTexture2D* GetPreviewMorldMap(); // 0x23c1800 [Final Native Public]
    float GetNormalizeDistance(); // 0x23c1380 [Final Native Public]
    void EndAnimationPlayback(); // 0x23c1770 [Final Native Public]
    FVector ConvertToRelativeLocationOnWorldMap(const FVector& InWorldLocation, float NecessaryMapZoom, bool bSnapToHeightPlace); // 0x23c13b0 [Final Native Public]
    void BeginAnimationPlayback(); // 0x23c1790 [Final Native Public]
    void AnimationPlayback(); // 0x274f500 [Event Public]

// UAsyncMapLoadingState (/Script/AtomicHeart.AsyncMapLoadingState)
    void OnStartLevelRemovedFromWorld(ULevel* InLevel, UWorld* InWorld); // 0x23c23a0 [Final Native Protected]
    void OnStartLevelAddedToWorld(ULevel* InLevel, UWorld* InWorld); // 0x23c2950 [Final Native Protected]
    void OnEndLevelRemovedFromWorld(ULevel* InLevel, UWorld* InWorld); // 0x23c2190 [Final Native Protected]
    void OnEndLevelAddedToWorld(ULevel* InLevel, UWorld* InWorld); // 0x23c25e0 [Final Native Protected]

// UWorldMapLevelNotifier (/Script/AtomicHeart.WorldMapLevelNotifier)
    void OnLevelUnloaded(); // 0x23c2cc0 [Final Native Private]
    void OnLevelShown(); // 0x23c2d00 [Final Native Private]

// UWorldMapBase (/Script/AtomicHeart.WorldMapBase)
    void UpdateActiveLayer(); // 0x23c35b0 [Final Native Public]
    void ToggleToLayer(const EWorldMapLayer& ToLayer); // 0x23c35e0 [Final Native Public]
    void ToggleTerminalMode(bool bEnable); // 0x23c3a20 [Final Native Public]
    void TogglePreviousLayer(); // 0x23c3740 [Final Native Public]
    void ToggleNextLayer(); // 0x23c3740 [Final Native Public]
    void SetZoomPreset(FWorldMapZoomPreset& NewZoomPreset); // 0x23c3b00 [Final Native Public]
    void SetVisibilityVoxelmap(bool bNewVisible); // 0x23c3760 [Final Native Public]
    void Release(); // 0x23c4040 [Final Native Public]
    void OnPendingAlternativeLevelUnloaded(UWorldMapLevelNotifier* LevelNotifier); // 0x23c2e90 [Final Native Private]
    void OnPendingAlternativeLevelShown(UWorldMapLevelNotifier* LevelNotifier); // 0x23c2fc0 [Final Native Private]
    void OnAlternativeLevelShown(); // 0x23c3280 [Final Native Private]
    void InputAxisZ(float Value); // 0x23c3c60 [Final Native Public]
    void InputAxisY(float Value); // 0x23c3d30 [Final Native Public]
    void InputAxisX(float Value); // 0x23c3e40 [Final Native Public]
    void Initialize(); // 0x23c4060 [Final Native Public]
    EAsyncLoaderState GetStateCompleteInitialization(); // 0x23c39c0 [Final Native Public]
    float GetMaxDistanceFromPlayerToEdgeMap(); // 0x23c33e0 [Final Native Public]
    TArray<void> GetLightActorsByClass(TSubclassOf<UObject> ActorClass); // 0x23c32b0 [Final Native Public]
    int32 GetHeightScaleIndex(); // 0x23c39e0 [Final Native Public]
    FVector GetCameraLookAtPoint(); // 0x23c3570 [Final Native Public]
    TArray<void> GetAllChunks(); // 0x23c3840 [Final Native Public]
    void EnableProcessing(const EWorldMapLayer& ToLayer); // 0x23c3f70 [Final Native Public]
    void DisableProcessing(); // 0x23c3f50 [Final Native Public]
    bool BlendCamera(bool bByPlayer); // 0x23c38d0 [Final Native Public]

// AWorldMapCameraBase (/Script/AtomicHeart.WorldMapCameraBase)
    void RemoveShowIndicator(AActor* InIndicator); // 0x23c4e90 [Final Native Public]
    void OnDisableProcessing(); // 0x274f500 [Event Public]
    void K2_ToggleViewMode(const EWorldMapViewMode& NewViewMode); // 0x274f500 [Event Public]
    void K2_Initialize(); // 0x274f500 [Event Public]
    TArray<void> GetChunks(); // 0x23c4dd0 [Final Native Public]
    void CaptureScene(); // 0x23c54e0 [Final Native Public]
    void AddShowIndicator(AActor* InIndicator); // 0x23c51f0 [Final Native Public]

// AWorldMapIndicator (/Script/AtomicHeart.WorldMapIndicator)
    void UpdateTransform(); // 0x274f500 [Event Public]
    void SendNotify(const EWorldMapIndicatorNotify& Message); // 0x22e5e50 [Final Native Public]
    void PreDeactivationAnimations(); // 0x274f500 [Event Public]
    void PreActivationAnimations(); // 0x274f500 [Event Public]
    void OnNotificationMessage(AWorldMapIndicator* Sender, const EWorldMapIndicatorNotify& Message); // 0x23c57c0 [Final Native Private]
    void K2_OnNotificationMessage(const EWorldMapIndicatorNotify& Message); // 0x274f500 [Event Public]
    bool IsDeactivated(); // 0x23c5b00 [Final Native Public]
    bool IsAnimated(); // 0x23c5ae0 [Final Native Public]
    bool IsActivated(); // 0x23c5b30 [Final Native Public]
    void InitializeBP(); // 0x274f500 [Event Public]
    UWorldMapPropertyDescription* GetDescription(); // 0x23c5990 [Final Native Public]
    void DeactivationAnimations(); // 0x22115c0 [Native Event Public]
    void ActivationAnimations(); // 0x22116d0 [Native Event Public]

// AWorldMapIndicatorBase (/Script/AtomicHeart.WorldMapIndicatorBase)
    void SetRootTextPoint(USceneComponent* InRootTextPoint); // 0x23c6a40 [Final Native Public]
    void SetRootBoundsPoint(USceneComponent* InRootBoundsPoint); // 0x23c6be0 [Final Native Public]
    void SendTerminalNotify(FGameplayTag& Token, const EWorldMapTypeOperationNotify& TypeOperation, AActor* Actor, const FGameplayTag& Action); // 0x23c67a0 [Final Native Public]
    void SendNotify(const EWorldMapIndicatorNotify& Message); // 0x23c6d80 [Final Native Public]
    void OnShowText(UTextRenderComponent* InTextRenderComponent); // 0x23c6510 [Final Native Public]
    void OnNotificationMessage(AWorldMapIndicatorBase* Sender, const EWorldMapIndicatorNotify& Message); // 0x23c5e30 [Final Native Private]
    void OnHideText(UTextRenderComponent* InTextRenderComponent); // 0x23c61f0 [Final Native Public]
    void K2_SwitchZoomMode(const EWorldMapZoomMode& NewZoomMode); // 0x274f500 [Event Public]
    void K2_SwitchViewMode(const EWorldMapViewMode& NewViewMode); // 0x274f500 [Event Public]
    void K2_SwitchLayer(const EWorldMapLayer& NewLayer); // 0x274f500 [Event Public]
    void K2_OnNotificationMessage(const EWorldMapIndicatorNotify& Message); // 0x274f500 [Event Public]
    void K2_Initialize(); // 0x274f500 [Event Public]
    void K2_Deactivated(); // 0x274f500 [Event Public]
    void K2_Activated(const EWorldMapLayer& ActiveLayer, const EWorldMapZoomMode& ActiveZoomMode); // 0x274f500 [Event Public]
    bool IsDeactivated(); // 0x23c61a0 [Final Native Public]
    bool IsActivated(); // 0x23c61d0 [Final Native Public]
    UWorldMapPropertyQuest* GetQuestData(); // 0x23c6000 [Final Native Public]
    void GetDescriptions(const TArray<void>& OutDescription); // 0x23c6030 [Final Native Public]
    UWorldMapPropertyDescription* GetDescription(); // 0x23c6170 [Final Native Public]

// AWorldMapLootIndicator (/Script/AtomicHeart.WorldMapLootIndicator)
    void OpenLootInfo(UDA_ItemBase* InUpgradeRecipe); // 0x23c7630 [Final Native Public]
    UWorldMapPropertyLootBox* GetLoot(); // 0x23c7710 [Final Native Public]

// UWorldMapPropertyQuest (/Script/AtomicHeart.WorldMapPropertyQuest)
    bool IsUsed(); // 0x15e0fd0 [Final Native Public]
    bool IsTrackedQuest(); // 0x23c9080 [Final Native Public]
    bool IsSubstep(); // 0x23c90a0 [Final Native Public]
    bool IsQuest(); // 0x23c90c0 [Final Native Public]
    int32 GetSubstepCount(); // 0x23c9050 [Final Native Public]
    UWorldMapPropertyQuest* GetSubstep(int32 Index); // 0x23c8f40 [Final Native Public]

// UAHWorldMapSubsystem (/Script/AtomicHeart.AHWorldMapSubsystem)
    bool GetCanShowMap(); // 0x1a26110 [Native Event Public]

// UWorldMapWidget (/Script/AtomicHeart.WorldMapWidget)
    void OnToggleLayer(const EWorldMapLayer& Layer); // 0x274f500 [Event Public]
    void OnStartOpenMap(); // 0x274f500 [Event Public]
    void OnStartCloseMap(); // 0x274f500 [Event Public]
    void OnShowWorldMap(); // 0xf824b0 [Final Native Public]
    void OnShowPreviousLayer(); // 0x23ca990 [Final Native Public]
    void OnShowPreviewWorldMap(UTexture2D* PreviewMorldMapTexture); // 0x274f500 [Event Public]
    void OnShowNextLayer(); // 0x23ca990 [Final Native Public]
    void OnMapZoomed(); // 0x274f500 [Event Public]
    void OnMapMoved(); // 0x274f500 [Event Public]
    void OnEndOpenMap(); // 0x274f500 [Event Public]
    void OnEndCloseMap(); // 0x274f500 [Event Public]
    void LockInput(bool bState); // 0x23cabc0 [Final Native Public]
    void InputTogglePreviousLayer(); // 0x23ca990 [Final Native Private]
    void InputToggleNextLayer(); // 0x23ca990 [Final Native Private]
    void InputEnableMapMovement(); // 0x23caa00 [Final Native Private]
    void InputDisableMapMovement(); // 0x23ca9b0 [Final Native Private]
    void InputAxisZ(float MouseWheelValue); // 0x2342540 [Final Native Private]
    FName GetActiveLayerName(); // 0x23caa40 [Final Native Public]
    EWorldMapLayer GetActiveLayer(); // 0x23cab70 [Final Native Public]

// UWorldStreamingDebugEntry (/Script/AtomicHeart.WorldStreamingDebugEntry)
    void OnSubLevelsBoxExpanded(UExpandableArea* ExpandableArea, bool bIsExpanded); // 0x23cb370 [Final Native Private]
    void OnLevelVolumesBoxExpanded(UExpandableArea* ExpandableArea, bool bIsExpanded); // 0x23cb220 [Final Native Private]
    void OnLevelBoxExpanded(UExpandableArea* ExpandableArea, bool bIsExpanded); // 0x23cb4c0 [Final Native Private]

// UWorldStreamingLevelInfo (/Script/AtomicHeart.WorldStreamingLevelInfo)
    void RemoveVolumetricLight(); // 0x23cba90 [Final Native Public]
    void AddVolumetricLight(); // 0x23cbb80 [Final Native Public]

// AWorldStreamingVolume (/Script/AtomicHeart.WorldStreamingVolume)
    void SetVolumeEnabled(bool bInEnabled, bool bSkipOverlapHandling); // 0x23cc040 [Final Native Public]
    void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex); // 0x2362790 [Native Protected]
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x2254240 [Native Protected]
    void OnConditionChanged(UBaseCondition* Condition); // 0x23cbe20 [Final Native Protected]

// UWorldStreamingVolumeInfo (/Script/AtomicHeart.WorldStreamingVolumeInfo)
    void TeleportPlayerToVolumeOrigin(); // 0x23cc360 [Final Native Public]

// UWwiseRadioComponent (/Script/AtomicHeart.WwiseRadioComponent)
    void TurnRadioOn(); // 0x23cc770 [Final Native Public]
    void TurnRadioOff(); // 0x23cc750 [Final Native Public]
    void TrySyncRadioTrack(int32 NewPosition); // 0x23cc4d0 [Final Native Public]
    void ToggleRadio(); // 0x23cc720 [Final Native Public]
    void OnRadioTrackStarted(const FString& RadioTrackPath); // 0x23cc5a0 [Final Native Public]
    bool GetRadioTurnedOn(); // 0x23cc700 [Final Native Public]

// UWwiseRadioSubsystem (/Script/AtomicHeart.WwiseRadioSubsystem)
    void StopRadioSignal(); // 0x23cd510 [Final Native Public]
    void SetNewRadioState(const EWwiseRadioStateGroup& WwiseRadioStateGroupType, const FString& WwiseRadioStateValue); // 0x23cd340 [Final Native Public]
    void SaveStoryTrack(const FString& TrackName); // 0x23cd1d0 [Final Native Public]
    void RestartRadioSignal(); // 0x23cd530 [Final Native Public]
    void OnMusicSyncReceived(FAHWwisePlayingEventInfo& EventInfo, const EAkCallbackType& CallbackType, FAkSegmentInfo& SegmentInfo, const FString& UserCueName); // 0x23ccd80 [Final Native Protected]
    void OnMarkerReceivedDelegate(FAHWwisePlayingEventInfo& EventInfo, const FString& Marker); // 0x23ccb90 [Final Native Protected]
    void OnGameplayEvent(FGameplayEvent& Event); // 0x23cc980 [Final Native Protected]
    void OnDebugCategorySwitched(const FName& InDebugCategory, bool bEnabled); // 0x21e94e0 [Final Native Private]

// UZoneQueueProcessor (/Script/AtomicHeart.ZoneQueueProcessor)
    void QueueTimerFinished(AAHBaseCharacter* Character); // 0x23cdc20 [Final Native Private]
    void OnZoneQueueChangedEventHandler(AAHBaseCharacter* NewCharacter); // 0x23cdd00 [Final Native Private]
    void OnWaitTimerComplete(); // 0x23cda20 [Final Native Private]
    void OnTagChanged(AAHBaseCharacter* OwnerCharacter, FGameplayTag& Tag, int32 NewCount); // 0x23cda40 [Final Native Private]

// UBaseAssetDuplicator (/Script/AtomicHeartCommon.BaseAssetDuplicator)
    void OnAssetsDuplicated(); // 0x10ce6e0 [Native Protected]

// UDA_AssetWithPools (/Script/AtomicHeartCommon.DA_AssetWithPools)
    void OnAssetsLoaded(); // 0x10ce7c0 [Native Protected]

// UGameplayTagComponent (/Script/AtomicHeartCommon.GameplayTagComponent)
    void RemoveTags(FGameplayTagContainer& TagContainer); // 0x10ce990 [Final Native Public]
    void RemoveTag(const FGameplayTag& Tag); // 0x10ceac0 [Final Native Public]
    void AddTags(FGameplayTagContainer& TagContainer); // 0x10ceba0 [Final Native Public]
    void AddTag(const FGameplayTag& Tag); // 0x10cece0 [Final Native Public]

// IPoolable (/Script/AtomicHeartCommon.Poolable)
    void Reset(); // 0x10cef30 [Native Event Public]

// UThreadingUtils (/Script/AtomicHeartCommon.ThreadingUtils)
    FString GetThreadName(); // 0x10cf170 [Final Native Static Public]

// UAutoMovementRunnerComponent (/Script/AtomicHeartGooseRun.AutoMovementRunnerComponent)
    void FireAutoMovementAction(const ERunnerObstaclePassability& InAction); // 0x23eeaa0 [Final Native Protected]

// ABaseRunnerAIController (/Script/AtomicHeartGooseRun.BaseRunnerAIController)
    void SetActiveAutoMovement(bool bActivate); // 0x23eed00 [Final Native Public]

// ABaseRunnerCharacter (/Script/AtomicHeartGooseRun.BaseRunnerCharacter)
    void OnSlide(); // 0xf824b0 [Final Native Protected]
    void OnJump(); // 0xf824b0 [Final Native Protected]

// ABaseRunnerGameMode (/Script/AtomicHeartGooseRun.BaseRunnerGameMode)
    void OnStartRun(ATrackRunnerActor* InTrack, float InCurrentDistance); // 0x23ef380 [Final Native Public]
    void OnRunnerMovedAlongTrack(float InDelta, float InCurrentDistance); // 0x23ef210 [Final Native Protected]

// IDynamicPlaceableOnSpline (/Script/AtomicHeartGooseRun.DynamicPlaceableOnSpline)
    void OnPlaced(AActor* InTemplate, ATrackRunnerActor* InTrack, float InStartDistance, int32 InSectionIndex, const TArray<void>& InChildren); // 0x274f500 [Event Public]
    TArray<void> GetTemplateChildrenActors(); // 0x1694e70 [Native Event Public]

// UFlockSubsystem (/Script/AtomicHeartGooseRun.FlockSubsystem)
    bool ShouldCreateFlockSubsystem(UObject* Outer, const FString& LevelName); // 0x23efbe0 [Native Event Protected]
    void RequestTrackVisible(AActor* InActor, USplineComponent* InSplineComponent, float InBudget); // 0x23f0560 [Final Native Public]
    void RequestTrackInvisible(AActor* InActor, USplineComponent* InSplineComponent, float InBudget); // 0x23efd70 [Final Native Public]
    void RequestFlockUpdate(AActor* InActor, const FVector& InOffset, float InInterpSpeed); // 0x23f0d60 [Final Native Public]

// AGooseRunnerGameMode (/Script/AtomicHeartGooseRun.GooseRunnerGameMode)
    void SectionGenerationToggle(); // 0x23f15b0 [Final Native Public]
    TArray<void> ClearCurrentSection(bool bClearData); // 0x23f1480 [Final Native Public]
    void ChangeGlobalSpeedScale(float InGlobalSpeedScale); // 0x23f1870 [Final Native Public]
    void ChangeGlobalGenerationDifficulty(float InGlobalGenerationDifficulty); // 0x23f1760 [Final Native Public]
    void ChangeGenerationData(UDA_SplineTrackSectionsGeneration* InData); // 0x23f15e0 [Final Native Public]

// IMovementObstacle (/Script/AtomicHeartGooseRun.MovementObstacle)
    float GetMovementSpeed(); // 0x23f2700 [Native Event Public]
    float GetMovementDirection(); // 0x23f2730 [Native Event Public]

// IMovementSwarm (/Script/AtomicHeartGooseRun.MovementSwarm)
    bool IsLead(); // 0x274f500 [Event Public]
    float GetSwarmSpeed(); // 0x274f500 [Event Public]
    AActor* GetLead(); // 0x274f500 [Event Public]
    float GetKeepingDistance(); // 0x274f500 [Event Public]
    AActor* GetCurrentParent(); // 0x274f500 [Event Public]
    AActor* GetCurrentChild(); // 0x274f500 [Event Public]

// URailsSnapperComponent (/Script/AtomicHeartGooseRun.RailsSnapperComponent)
    void SetCustomFreeModeOffset(float InCustomFreeModeOffset); // 0x23f30a0 [Final Native Public]
    void ResetCustomFreeModeOffset(); // 0x23f3180 [Final Native Public]
    void OnStopMove(float InAxis); // 0x23f3800 [Final Native Public]
    void OnStartMove(float InAxis); // 0x23f38d0 [Final Native Public]
    void OnProcessOffset(float DeltaTime); // 0x23f2fd0 [Native Event Protected]
    void OnChangeRail(float InAxis); // 0x23f3730 [Final Native Public]
    void HandleSideCollisions(float InDeltaOffset, FHitResult& Hit); // 0x23f2cb0 [Native Event Protected]
    float GetTargetHorizontalOffset(); // 0x23f32d0 [Native Event Public]
    float GetRailOffset(int32 InRailIndex); // 0x23f2e60 [Final Native Protected]
    float GetGlobalSpeedScale(); // 0x23f2c80 [Final Native Protected]
    float GetCurrentSnapSpeed(); // 0x23f2bc0 [Final Native Protected]
    float GetCurrentSideSpeed(); // 0x23f31b0 [Final Native Public]
    int32 GetCurrentRail(); // 0x23f3710 [Final Native Public]
    float GetCurrentOffset(); // 0x23f36a0 [Final Native Public]
    float GetCurrentMovementSpeed(); // 0x23f2c10 [Final Native Protected]
    float GetCurrentLocalOffsetNormalized(); // 0x23f3570 [Final Native Public]
    float GetCurrentLocalOffset(); // 0x23f3670 [Final Native Public]
    int32 GetClosestRail(); // 0x23f2fa0 [Final Native Protected]
    void ChooseRail(int32 InRailIndex, bool bImmediately); // 0x23f39f0 [Final Native Public]
    void ChangeState(const ERailsSnapperState& InState); // 0x23f31e0 [Final Native Public]
    void ChangePath(ATrackRunnerActor* InTrackActor); // 0x23f3b50 [Final Native Public]
    bool CanDash(float InDirection, FHitResult& OutHit, const FVector& OutDelta); // 0x23f3310 [Native Event Public]

// UDA_SplineTrackSectionsGenerationDifficulties (/Script/AtomicHeartGooseRun.DA_SplineTrackSectionsGenerationDifficulties)
    FGameplayTag GetCurrentDifficulty(float InGlobalDifficultyValue); // 0x23f4ba0 [Final Native Public]

// UDA_SplineTrackSectionsGenerationDifficultiesMeta (/Script/AtomicHeartGooseRun.DA_SplineTrackSectionsGenerationDifficultiesMeta)
    FGameplayTag ChooseSectionDifficulty(FGameplayTag& InGenerationDifficulty); // 0x23f4d70 [Final Native Public]

// ASplineRunnerCharacter (/Script/AtomicHeartGooseRun.SplineRunnerCharacter)
    void TryMoveRightOverride(float InAxis, bool bImmediately); // 0x23f5d70 [Final Native Protected]
    void TryMoveRightCumulatively(float InAxis, float InNormalizedCoef, bool bResetOppositeDirection); // 0x23f5fe0 [Final Native Public]
    void TryMoveRightByLocalOffset(float InLocalOffset, bool bImmediately); // 0x23f5b20 [Final Native Protected]
    void TryMoveRight(float InAxis, bool bForce); // 0x23f6200 [Final Native Public]
    void TryMoveForward(float InAxis); // 0x23f5f10 [Final Native Protected]
    void StopRun(bool bStopMovementImmediately); // 0x23f6ac0 [Final Native Public]
    void StartRun(); // 0x23f6bf0 [Final Native Public]
    void ResetTrack(); // 0x23f6a20 [Final Native Public]
    void OnDashRightInput(); // 0x23f5ac0 [Final Native Protected]
    bool OnDashRight(bool bCheckCollision); // 0x23f58e0 [Final Native Protected]
    void OnDashLeftInput(); // 0x23f5af0 [Final Native Protected]
    bool OnDashLeft(bool bCheckCollision); // 0x23f59d0 [Final Native Protected]
    void InstantMaxSpeed(); // 0x23f66f0 [Final Native Public]
    float GetVerticalOffset(); // 0x23f6770 [Final Native Public]
    float GetTrackLength(); // 0x23f6670 [Final Native Public]
    float GetTargetVerticalOffset(); // 0x23f64f0 [Native Event Public]
    float GetTargetHorizontalOffset(); // 0x23f6530 [Native Event Public]
    USplineRunnerComponent* GetSplineRunnerComponent(); // 0x23f6570 [Final Native Public]
    URailsSnapperComponent* GetRailsSnapperComponent(); // 0x23f65f0 [Final Native Public]
    float GetPositionOnTrack(); // 0x23f6710 [Final Native Public]
    float GetHorizontalOffset(); // 0x23f67d0 [Final Native Public]
    float GetGlobalSpeedScale(); // 0x23f6400 [Final Native Public]
    float GetCurrentSideSpeed(); // 0x23f6370 [Final Native Public]
    float GetCurrentForwardSpeed(); // 0x23f63d0 [Final Native Public]
    float GetCollisionRadius(); // 0x23f6430 [Final Native Public]
    FName GetCollisionProfile(); // 0x23f6490 [Final Native Public]
    void ChangeTrack(ATrackRunnerActor* InTrackActor, int32 InTrackIndex, float InStartDistance); // 0x23f6830 [Native Event Public]
    bool CanDash(float InDirection, FHitResult& OutHit, const FVector& OutDelta); // 0x23f5680 [Final Native Protected]
    bool CanBeInTunnel(); // 0x23f6800 [Native Event Public]

// USplineRunnerComponent (/Script/AtomicHeartGooseRun.SplineRunnerComponent)
    void OnChangePath(USplineComponent* InPath, float InStartDistance); // 0x23f7520 [Final Native Public]
    void InstantChangeSpeed(float InSpeed, bool bClamp); // 0x23f73b0 [Final Native Public]
    float GetCurrentPathDistance(); // 0x23f7390 [Final Native Public]

// USplineTrackUtils (/Script/AtomicHeartGooseRun.SplineTrackUtils)
    float GetTrackUnmappedOffset(FSplineTrackInfo& InTrackInfo, int32 InRailIndex); // 0x23f8930 [Final Native Static Public]
    float GetTrackOffsetFromActor(ATrackRunnerActor* InTrack, int32 InRailIndex); // 0x23f8ae0 [Final Native Static Public]
    float GetTrackOffset(FSplineTrackInfo& InTrackInfo, int32 InRailIndex); // 0x23f8d40 [Final Native Static Public]
    FVector GetLocationOnSplineTrack(ATrackRunnerActor* InTrack, float InDistance, int32 InRailIndex, float InRailLocalOffset, float InVerticalOffset); // 0x23f8330 [Final Native Static Public]
    void GetLocationAndRotationOnSplineTrack(ATrackRunnerActor* InTrack, const FVector& InOffset, const FVector& OutLocation, const FRotator& OutRotation); // 0x23f7e70 [Final Native Static Public]
    void CallTrackChildrenMethod(AActor* InActor, const TSubclassOf<AActor>& InClass, const FName& InFunctionName); // 0x23f7a10 [Final Native Static Public]

// ATrackRunnerActor (/Script/AtomicHeartGooseRun.TrackRunnerActor)
    void OnConstructTrack(FTransform& Transform); // 0x23f9190 [Native Event Protected]
    FTransform GetTransformAtDistanceAlongSpline(float InDistance, uint8 InCoordinateSpace, bool bInUseScale); // 0x23f92c0 [Final Native Public]

// ULevelBudgetingSettings (/Script/AtomicHeartLevelBudgeting.LevelBudgetingSettings)
    bool UseLevelStreamingActorEndPlayGranularityPriority(); // 0x23fd240 [Final Native Public]
    bool UseLevelStreamingActorEndPlayGranularity(); // 0x23fd270 [Final Native Public]
    bool UseLevelStreamingActorBeginPlayGranularityPriority(); // 0x23fd2a0 [Final Native Public]
    bool UseLevelStreamingActorBeginPlayGranularity(); // 0x23fd2d0 [Final Native Public]

// ULoadingScreenInputContext (/Script/AtomicHeartLoadingScreen.LoadingScreenInputContext)
    void OnNextAdvicePressed(); // 0x49ea370 [Final Native Protected]
    void OnAnyButtonPressed(); // 0x49ea390 [Final Native Protected]
    void EmptyFunction(); // 0xf824b0 [Final Native Protected]

// USynthComponent (/Script/AudioMixer.SynthComponent)
    void Stop(); // 0x3c64550 [Final Native Public]
    void Start(); // 0x3c64570 [Final Native Public]
    void SetVolumeMultiplier(float VolumeMultiplier); // 0x3c64420 [Final Native Public]
    void SetSubmixSend(USoundSubmixBase* Submix, float SendLevel); // 0x3c642b0 [Final Native Public]
    void SetOutputToBusOnly(bool bInOutputToBusOnly); // 0x3c64020 [Final Native Public]
    void SetLowPassFilterFrequency(float InLowPassFilterFrequency); // 0x3c64100 [Native Public]
    void SetLowPassFilterEnabled(bool InLowPassFilterEnabled); // 0x3c641d0 [Final Native Public]
    bool IsPlaying(); // 0x3c64500 [Final Native Public]

// UAudioMixerBlueprintLibrary (/Script/AudioMixer.AudioMixerBlueprintLibrary)
    float TrimAudioCache(float InMegabytesToFree); // 0x3c584c0 [Final Native Static Public]
    USoundWave* StopRecordingOutput(UObject* WorldContextObject, const EAudioRecordingExportType& ExportType, const FString& Name, const FString& Path, USoundSubmix* SubmixToRecord, USoundWave* ExistingSoundWaveToOverwrite); // 0x3c5ac90 [Final Native Static Public]
    void StopAudioBus(UObject* WorldContextObject, UAudioBus* AudioBus); // 0x3c581f0 [Final Native Static Public]
    void StopAnalyzingOutput(UObject* WorldContextObject, USoundSubmix* SubmixToStopAnalyzing); // 0x3c5a410 [Final Native Static Public]
    void StartRecordingOutput(UObject* WorldContextObject, float ExpectedDuration, USoundSubmix* SubmixToRecord); // 0x3c5b050 [Final Native Static Public]
    void StartAudioBus(UObject* WorldContextObject, UAudioBus* AudioBus); // 0x3c58350 [Final Native Static Public]
    void StartAnalyzingOutput(UObject* WorldContextObject, USoundSubmix* SubmixToAnalyze, const EFFTSize& FFTSize, const EFFTPeakInterpolationMethod& InterpolationMethod, const EFFTWindowType& WindowType, float HopSize, const EAudioSpectrumType& SpectrumType); // 0x3c5a580 [Final Native Static Public]
    void SetSubmixEffectChainOverride(UObject* WorldContextObject, USoundSubmix* SoundSubmix, const TArray<float>& SubmixEffectPresetChain, float FadeTimeSec); // 0x3c5b470 [Final Native Static Public]
    void SetBypassSourceEffectChainEntry(UObject* WorldContextObject, USoundEffectSourcePresetChain* PresetChain, int32 EntryIndex, bool bBypassed); // 0x3c58ab0 [Final Native Static Public]
    void ResumeRecordingOutput(UObject* WorldContextObject, USoundSubmix* SubmixToPause); // 0x3c5a9b0 [Final Native Static Public]
    void ReplaceSubmixEffect(UObject* WorldContextObject, USoundSubmix* InSoundSubmix, int32 SubmixChainIndex, USoundEffectSubmixPreset* SubmixEffectPreset); // 0x3c5b960 [Final Native Static Public]
    void ReplaceSoundEffectSubmix(UObject* WorldContextObject, USoundSubmix* InSoundSubmix, int32 SubmixChainIndex, USoundEffectSubmixPreset* SubmixEffectPreset); // 0x3c5b960 [Final Native Static Public]
    void RemoveSubmixEffectPresetAtIndex(UObject* WorldContextObject, USoundSubmix* SoundSubmix, int32 SubmixChainIndex); // 0x3c5bc80 [Final Native Static Public]
    void RemoveSubmixEffectPreset(UObject* WorldContextObject, USoundSubmix* SoundSubmix, USoundEffectSubmixPreset* SubmixEffectPreset); // 0x3c5be60 [Final Native Static Public]
    void RemoveSubmixEffectAtIndex(UObject* WorldContextObject, USoundSubmix* SoundSubmix, int32 SubmixChainIndex); // 0x3c5bc80 [Final Native Static Public]
    void RemoveSubmixEffect(UObject* WorldContextObject, USoundSubmix* SoundSubmix, USoundEffectSubmixPreset* SubmixEffectPreset); // 0x3c5be60 [Final Native Static Public]
    void RemoveSourceEffectFromPresetChain(UObject* WorldContextObject, USoundEffectSourcePresetChain* PresetChain, int32 EntryIndex); // 0x3c58df0 [Final Native Static Public]
    void RemoveMasterSubmixEffect(UObject* WorldContextObject, USoundEffectSubmixPreset* SubmixEffectPreset); // 0x3c5c420 [Final Native Static Public]
    void PrimeSoundForPlayback(USoundWave* SoundWave, const FScriptDelegate& OnLoadCompletion); // 0x3c586f0 [Final Native Static Public]
    void PrimeSoundCueForPlayback(USoundCue* SoundCue); // 0x3c58610 [Final Native Static Public]
    void PauseRecordingOutput(UObject* WorldContextObject, USoundSubmix* SubmixToPause); // 0x3c5ab20 [Final Native Static Public]
    TArray<void> MakePresetSpectralAnalysisBandSettings(const EAudioSpectrumBandPresetType& InBandPresetType, int32 InNumBands, int32 InAttackTimeMsec, int32 InReleaseTimeMsec); // 0x3c59900 [Final Native Static Public]
    TArray<void> MakeMusicalSpectralAnalysisBandSettings(int32 InNumSemitones, const EMusicalNoteName& InStartingMusicalNote, int32 InStartingOctave, int32 InAttackTimeMsec, int32 InReleaseTimeMsec); // 0x3c59f90 [Final Native Static Public]
    TArray<void> MakeFullSpectrumSpectralAnalysisBandSettings(int32 InNumBands, float InMinimumFrequency, float InMaximumFrequency, int32 InAttackTimeMsec, int32 InReleaseTimeMsec); // 0x3c59c40 [Final Native Static Public]
    bool IsAudioBusActive(UObject* WorldContextObject, UAudioBus* AudioBus); // 0x3c57fe0 [Final Native Static Public]
    void GetPhaseForFrequencies(UObject* WorldContextObject, const TArray<TArray<USoundSubmix*>>& Frequencies, const TArray<USoundSubmix*>& Phases, USoundSubmix* SubmixToAnalyze); // 0x3c593a0 [Final Native Static Public]
    int32 GetNumberOfEntriesInSourceEffectChain(UObject* WorldContextObject, USoundEffectSourcePresetChain* PresetChain); // 0x3c58900 [Final Native Static Public]
    void GetMagnitudeForFrequencies(UObject* WorldContextObject, const TArray<TArray<USoundSubmix*>>& Frequencies, const TArray<USoundSubmix*>& Magnitudes, USoundSubmix* SubmixToAnalyze); // 0x3c59650 [Final Native Static Public]
    void ClearSubmixEffects(UObject* WorldContextObject, USoundSubmix* SoundSubmix); // 0x3c5b710 [Final Native Static Public]
    void ClearSubmixEffectChainOverride(UObject* WorldContextObject, USoundSubmix* SoundSubmix, float FadeTimeSec); // 0x3c5b260 [Final Native Static Public]
    void ClearMasterSubmixEffects(UObject* WorldContextObject); // 0x3c5c320 [Final Native Static Public]
    int32 AddSubmixEffect(UObject* WorldContextObject, USoundSubmix* SoundSubmix, USoundEffectSubmixPreset* SubmixEffectPreset); // 0x3c5c040 [Final Native Static Public]
    void AddSourceEffectToPresetChain(UObject* WorldContextObject, USoundEffectSourcePresetChain* PresetChain, const FSourceEffectChainEntry& Entry); // 0x3c590d0 [Final Native Static Public]
    void AddMasterSubmixEffect(UObject* WorldContextObject, USoundEffectSubmixPreset* SubmixEffectPreset); // 0x3c5c5e0 [Final Native Static Public]

// UQuartzClockHandle (/Script/AudioMixer.QuartzClockHandle)
    void UnsubscribeFromTimeDivision(UObject* WorldContextObject, const EQuartzCommandQuantization& InQuantizationBoundary, const UQuartzClockHandle*& ClockHandle); // 0x3c5e6a0 [Final Native Public]
    void UnsubscribeFromAllTimeDivisions(UObject* WorldContextObject, const UQuartzClockHandle*& ClockHandle); // 0x3c5e4f0 [Final Native Public]
    void SubscribeToQuantizationEvent(UObject* WorldContextObject, const EQuartzCommandQuantization& InQuantizationBoundary, const FScriptDelegate& OnQuantizationEvent, const UQuartzClockHandle*& ClockHandle); // 0x3c5ec00 [Final Native Public]
    void SubscribeToAllQuantizationEvents(UObject* WorldContextObject, const FScriptDelegate& OnQuantizationEvent, const UQuartzClockHandle*& ClockHandle); // 0x3c5e8d0 [Final Native Public]
    void StopClock(UObject* WorldContextObject, bool CancelPendingEvents, const UQuartzClockHandle*& ClockHandle); // 0x3c5fe80 [Final Native Public]
    void StartOtherClock(UObject* WorldContextObject, const FName& OtherClockName, const FQuartzQuantizationBoundary& InQuantizationBoundary, const FScriptDelegate& InDelegate); // 0x3c5ef80 [Final Native Public]
    void StartClock(UObject* WorldContextObject, const UQuartzClockHandle*& ClockHandle); // 0x3c5fb90 [Final Native Public]
    void SetTicksPerSecond(UObject* WorldContextObject, FQuartzQuantizationBoundary& QuantizationBoundary, const FScriptDelegate& Delegate, const UQuartzClockHandle*& ClockHandle, float TicksPerSecond); // 0x3c5de70 [Final Native Public]
    void SetThirtySecondNotesPerMinute(UObject* WorldContextObject, FQuartzQuantizationBoundary& QuantizationBoundary, const FScriptDelegate& Delegate, const UQuartzClockHandle*& ClockHandle, float ThirtySecondsNotesPerMinute); // 0x3c5d7f0 [Final Native Public]
    void SetSecondsPerTick(UObject* WorldContextObject, FQuartzQuantizationBoundary& QuantizationBoundary, const FScriptDelegate& Delegate, const UQuartzClockHandle*& ClockHandle, float SecondsPerTick); // 0x3c5db30 [Final Native Public]
    void SetMillisecondsPerTick(UObject* WorldContextObject, FQuartzQuantizationBoundary& QuantizationBoundary, const FScriptDelegate& Delegate, const UQuartzClockHandle*& ClockHandle, float MillisecondsPerTick); // 0x3c5e1b0 [Final Native Public]
    void SetBeatsPerMinute(UObject* WorldContextObject, FQuartzQuantizationBoundary& QuantizationBoundary, const FScriptDelegate& Delegate, const UQuartzClockHandle*& ClockHandle, float BeatsPerMinute); // 0x3c5d4b0 [Final Native Public]
    void ResumeClock(UObject* WorldContextObject, const UQuartzClockHandle*& ClockHandle); // 0x3c5fb90 [Final Native Public]
    void ResetTransportQuantized(UObject* WorldContextObject, const FQuartzQuantizationBoundary& InQuantizationBoundary, const FScriptDelegate& InDelegate, const UQuartzClockHandle*& ClockHandle); // 0x3c5f770 [Final Native Public]
    void ResetTransport(UObject* WorldContextObject, const FScriptDelegate& InDelegate); // 0x3c5fa20 [Final Native Public]
    void PauseClock(UObject* WorldContextObject, const UQuartzClockHandle*& ClockHandle); // 0x3c5fd10 [Final Native Public]
    bool IsClockRunning(UObject* WorldContextObject); // 0x3c5f650 [Final Native Public]
    float GetTicksPerSecond(UObject* WorldContextObject); // 0x3c5d250 [Final Native Public]
    float GetThirtySecondNotesPerMinute(UObject* WorldContextObject); // 0x3c5d010 [Final Native Public]
    float GetSecondsPerTick(UObject* WorldContextObject); // 0x3c5d130 [Final Native Public]
    float GetMillisecondsPerTick(UObject* WorldContextObject); // 0x3c5d390 [Final Native Public]
    float GetEstimatedRunTime(UObject* WorldContextObject); // 0x3c5f220 [Final Native Public]
    float GetDurationOfQuantizationTypeInSeconds(UObject* WorldContextObject, const EQuartzCommandQuantization& QuantizationType, float Multiplier); // 0x3c5f440 [Final Native Public]
    FQuartzTransportTimeStamp GetCurrentTimestamp(UObject* WorldContextObject); // 0x3c5f320 [Final Native Public]
    float GetBeatsPerMinute(UObject* WorldContextObject); // 0x3c5cef0 [Final Native Public]

// USubmixEffectDynamicsProcessorPreset (/Script/AudioMixer.SubmixEffectDynamicsProcessorPreset)
    void SetSettings(FSubmixEffectDynamicsProcessorSettings& Settings); // 0x3c60b60 [Final Native Public]
    void SetExternalSubmix(USoundSubmix* Submix); // 0x3c60d60 [Final Native Public]
    void SetAudioBus(UAudioBus* AudioBus); // 0x3c60eb0 [Final Native Public]
    void ResetKey(); // 0x3c61010 [Final Native Public]

// USubmixEffectSubmixEQPreset (/Script/AudioMixer.SubmixEffectSubmixEQPreset)
    void SetSettings(FSubmixEffectSubmixEQSettings& InSettings); // 0x3c61690 [Final Native Public]

// USubmixEffectReverbPreset (/Script/AudioMixer.SubmixEffectReverbPreset)
    void SetSettingsWithReverbEffect(UReverbEffect* InReverbEffect, float WetLevel, float DryLevel); // 0x3c61cd0 [Final Native Public]
    void SetSettings(FSubmixEffectReverbSettings& InSettings); // 0x3c61f40 [Final Native Public]

// UQuartzSubsystem (/Script/AudioMixer.QuartzSubsystem)
    bool IsQuartzEnabled(); // 0x1a26110 [Final Native Public]
    bool IsClockRunning(UObject* WorldContextObject, const FName& ClockName); // 0x3c62fb0 [Final Native Public]
    float GetRoundTripMinLatency(UObject* WorldContextObject); // 0x3c62400 [Final Native Public]
    float GetRoundTripMaxLatency(UObject* WorldContextObject); // 0x3c622a0 [Final Native Public]
    float GetRoundTripAverageLatency(UObject* WorldContextObject); // 0x3c62560 [Final Native Public]
    UQuartzClockHandle* GetHandleForClock(UObject* WorldContextObject, const FName& ClockName); // 0x3c632b0 [Final Native Public]
    float GetGameThreadToAudioRenderThreadMinLatency(UObject* WorldContextObject); // 0x3c627e0 [Final Native Public]
    float GetGameThreadToAudioRenderThreadMaxLatency(UObject* WorldContextObject); // 0x3c627e0 [Final Native Public]
    float GetGameThreadToAudioRenderThreadAverageLatency(UObject* WorldContextObject); // 0x3c62910 [Final Native Public]
    float GetEstimatedClockRunTime(UObject* WorldContextObject, const FName& InClockName); // 0x3c62a40 [Final Native Public]
    float GetDurationOfQuantizationTypeInSeconds(UObject* WorldContextObject, const FName& ClockName, const EQuartzCommandQuantization& QuantizationType, float Multiplier); // 0x3c62d20 [Final Native Public]
    FQuartzTransportTimeStamp GetCurrentClockTimestamp(UObject* WorldContextObject, const FName& InClockName); // 0x3c62ba0 [Final Native Public]
    float GetAudioRenderThreadToGameThreadMinLatency(); // 0x3c62720 [Final Native Public]
    float GetAudioRenderThreadToGameThreadMaxLatency(); // 0x3c626c0 [Final Native Public]
    float GetAudioRenderThreadToGameThreadAverageLatency(); // 0x3c62780 [Final Native Public]
    bool DoesClockExist(UObject* WorldContextObject, const FName& ClockName); // 0x3c63130 [Final Native Public]
    void DeleteClockByName(UObject* WorldContextObject, const FName& ClockName); // 0x3c635e0 [Final Native Public]
    void DeleteClockByHandle(UObject* WorldContextObject, const UQuartzClockHandle*& InClockHandle); // 0x3c63470 [Final Native Public]
    UQuartzClockHandle* CreateNewClock(UObject* WorldContextObject, const FName& ClockName, const FQuartzClockSettings& InSettings, bool bOverrideSettingsIfClockExists, bool bUseAudioEngineClockManager); // 0x3c63750 [Final Native Public]

// AARActor (/Script/AugmentedReality.ARActor)
    UARComponent* AddARComponent(TSubclassOf<UARComponent> InComponentClass, const FGuid& NativeID); // 0x3628440 [Final Native Public]

// UARBlueprintLibrary (/Script/AugmentedReality.ARBlueprintLibrary)
    void UnpinComponent(USceneComponent* ComponentToUnpin); // 0x362b8c0 [Final Native Static Public]
    bool ToggleARCapture(bool bOnOff, const EARCaptureType& CaptureType); // 0x362dd90 [Final Native Static Public]
    void StopARSession(); // 0x362e150 [Final Native Static Public]
    void StartARSession(UARSessionConfig* SessionConfig); // 0x362e380 [Final Native Static Public]
    void SetEnabledXRCamera(bool bOnOff); // 0x362dbf0 [Final Native Static Public]
    void SetARWorldScale(float InWorldScale); // 0x36295c0 [Final Native Static Public]
    void SetARWorldOriginLocationAndRotation(const FVector& OriginLocation, const FRotator& OriginRotation, bool bIsTransformInWorldSpace, bool bMaintainUpDirection); // 0x3629690 [Final Native Static Public]
    void SetAlignmentTransform(FTransform& InAlignmentTransform); // 0x362d9f0 [Final Native Static Public]
    bool SaveARPinToLocalStore(const FName& InSaveName, UARPin* InPin); // 0x362aff0 [Final Native Static Public]
    FIntPoint ResizeXRCamera(const FIntPoint& InSize); // 0x362db00 [Final Native Static Public]
    void RemovePin(UARPin* PinToRemove); // 0x362b730 [Final Native Static Public]
    void RemoveARPinFromLocalStore(const FName& InSaveName); // 0x362ae60 [Final Native Static Public]
    void RemoveAllARPinsFromLocalStore(); // 0x362ad50 [Final Native Static Public]
    UARPin* PinComponentToTraceResult(USceneComponent* ComponentToPin, FARTraceResult& TraceResult, const FName& DebugName); // 0x362bbe0 [Final Native Static Public]
    bool PinComponentToARPin(USceneComponent* ComponentToPin, UARPin* Pin); // 0x362b990 [Final Native Static Public]
    UARPin* PinComponent(USceneComponent* ComponentToPin, FTransform& PinToWorldTransform, UARTrackedGeometry* TrackedGeometry, const FName& DebugName); // 0x362be90 [Final Native Static Public]
    void PauseARSession(); // 0x362e240 [Final Native Static Public]
    TMap<FName, void> LoadARPinsFromLocalStore(); // 0x362b210 [Final Native Static Public]
    TArray<void> LineTraceTrackedObjects3D(const FVector& Start, const FVector& End, bool bTestFeaturePoints, bool bTestGroundPlane, bool bTestPlaneExtents, bool bTestPlaneBoundaryPolygon); // 0x362d2c0 [Final Native Static Public]
    TArray<void> LineTraceTrackedObjects(const FVector2D& ScreenCoord, bool bTestFeaturePoints, bool bTestGroundPlane, bool bTestPlaneExtents, bool bTestPlaneBoundaryPolygon); // 0x362d6a0 [Final Native Static Public]
    bool IsSessionTypeSupported(const EARSessionType& SessionType); // 0x362c9f0 [Final Native Static Public]
    bool IsSessionTrackingFeatureSupported(const EARSessionType& SessionType, const EARSessionTrackingFeature& SessionTrackingFeature); // 0x362a100 [Final Native Static Public]
    bool IsSceneReconstructionSupported(const EARSessionType& SessionType, const EARSceneReconstruction& SceneReconstructionMethod); // 0x3629ea0 [Final Native Static Public]
    bool IsARSupported(); // 0x362e520 [Final Native Static Public]
    bool IsARPinLocalStoreSupported(); // 0x362b580 [Final Native Static Public]
    bool IsARPinLocalStoreReady(); // 0x362b450 [Final Native Static Public]
    EARWorldMappingState GetWorldMappingStatus(); // 0x362a7a0 [Final Native Static Public]
    EARTrackingQualityReason GetTrackingQualityReason(); // 0x362d060 [Final Native Static Public]
    EARTrackingQuality GetTrackingQuality(); // 0x362d190 [Final Native Static Public]
    TArray<void> GetSupportedVideoFormats(const EARSessionType& SessionType); // 0x362a610 [Final Native Static Public]
    UARSessionConfig* GetSessionConfig(); // 0x362dfd0 [Final Native Static Public]
    TArray<void> GetPointCloud(); // 0x362a720 [Final Native Static Public]
    UARTexture* GetPersonSegmentationImage(); // 0x3629cb0 [Final Native Static Public]
    UARTexture* GetPersonSegmentationDepthImage(); // 0x3629c80 [Final Native Static Public]
    bool GetObjectClassificationAtLocation(const FVector& InWorldLocation, const EARObjectClassification& OutClassification, const FVector& OutClassificationLocation, float MaxLocationDiff); // 0x3629930 [Final Native Static Public]
    int32 GetNumberOfTrackedFacesSupported(); // 0x3628aa0 [Final Native Static Public]
    UARLightEstimate* GetCurrentLightEstimate(); // 0x362c240 [Final Native Static Public]
    bool GetCameraIntrinsics(FARCameraIntrinsics& OutCameraIntrinsics); // 0x36288a0 [Final Native Static Public]
    UARTextureCameraImage* GetCameraImage(); // 0x362cd00 [Final Native Static Public]
    UARTextureCameraDepth* GetCameraDepth(); // 0x362cc90 [Final Native Static Public]
    float GetARWorldScale(); // 0x3629580 [Final Native Static Public]
    UARTexture* GetARTexture(const EARTextureType& TextureType); // 0x362cbc0 [Final Native Static Public]
    FARSessionStatus GetARSessionStatus(); // 0x362e0c0 [Final Native Static Public]
    TArray<void> GetAllTrackedPoses(); // 0x3629ce0 [Final Native Static Public]
    TArray<void> GetAllTrackedPoints(); // 0x362ac50 [Final Native Static Public]
    TArray<void> GetAllTrackedPlanes(); // 0x362acd0 [Final Native Static Public]
    TArray<void> GetAllTrackedImages(); // 0x362abd0 [Final Native Static Public]
    TArray<void> GetAllTrackedEnvironmentCaptureProbes(); // 0x362ab50 [Final Native Static Public]
    TArray<void> GetAllTracked2DPoses(); // 0x3629d60 [Final Native Static Public]
    TArray<void> GetAllPins(); // 0x362b6b0 [Final Native Static Public]
    TArray<void> GetAllGeometriesByClass(TSubclassOf<UARTrackedGeometry> GeometryClass); // 0x362cd70 [Final Native Static Public]
    TArray<void> GetAllGeometries(); // 0x362cfe0 [Final Native Static Public]
    FTransform GetAlignmentTransform(); // 0x3629530 [Final Native Static Public]
    TArray<void> FindTrackedPointsByName(const FString& PointName); // 0x36290b0 [Final Native Static Public]
    void DebugDrawTrackedGeometry(UARTrackedGeometry* TrackedGeometry, UObject* WorldContextObject, const FLinearColor& Color, float OutlineThickness, float PersistForSeconds); // 0x362c6a0 [Final Native Static Public]
    void DebugDrawPin(UARPin* ARPin, UObject* WorldContextObject, const FLinearColor& Color, float Scale, float PersistForSeconds); // 0x362c350 [Final Native Static Public]
    void CalculateClosestIntersection(const TArray<TArray<FVector>>& StartPoints, const TArray<FVector>& EndPoints, const FVector& ClosestIntersection); // 0x3628e70 [Final Native Static Public]
    void CalculateAlignmentTransform(FTransform& TransformInFirstCoordinateSystem, FTransform& TransformInSecondCoordinateSystem, FTransform& AlignmentTransform); // 0x3628bb0 [Final Native Static Public]
    bool AddTrackedPointWithName(FTransform& WorldTransform, const FString& PointName, bool bDeletePointsWithSameName); // 0x36291e0 [Final Native Static Public]
    UARCandidateImage* AddRuntimeCandidateImage(UARSessionConfig* SessionConfig, UTexture2D* CandidateTexture, const FString& FriendlyName, float PhysicalWidth); // 0x362a360 [Final Native Static Public]
    bool AddManualEnvironmentCaptureProbe(const FVector& Location, const FVector& Extent); // 0x362a8d0 [Final Native Static Public]

// UARTraceResultLibrary (/Script/AugmentedReality.ARTraceResultLibrary)
    UARTrackedGeometry* GetTrackedGeometry(FARTraceResult& TraceResult); // 0x362f3a0 [Final Native Static Public]
    EARLineTraceChannels GetTraceChannel(FARTraceResult& TraceResult); // 0x362f220 [Final Native Static Public]
    FTransform GetLocalTransform(FARTraceResult& TraceResult); // 0x362f520 [Final Native Static Public]
    FTransform GetLocalToWorldTransform(FARTraceResult& TraceResult); // 0x362f6b0 [Final Native Static Public]
    FTransform GetLocalToTrackingTransform(FARTraceResult& TraceResult); // 0x362f860 [Final Native Static Public]
    float GetDistanceFromCamera(FARTraceResult& TraceResult); // 0x362fa10 [Final Native Static Public]

// UARSaveWorldAsyncTaskBlueprintProxy (/Script/AugmentedReality.ARSaveWorldAsyncTaskBlueprintProxy)
    UARSaveWorldAsyncTaskBlueprintProxy* ARSaveWorld(UObject* WorldContextObject); // 0x362ffd0 [Final Native Static Public]

// UARGetCandidateObjectAsyncTaskBlueprintProxy (/Script/AugmentedReality.ARGetCandidateObjectAsyncTaskBlueprintProxy)
    UARGetCandidateObjectAsyncTaskBlueprintProxy* ARGetCandidateObject(UObject* WorldContextObject, const FVector& Location, const FVector& Extent); // 0x36301b0 [Final Native Static Public]

// UARComponent (/Script/AugmentedReality.ARComponent)
    void UpdateVisualization(); // 0x21e5820 [Native Event Public]
    void SetNativeID(const FGuid& NativeID); // 0x3631890 [Final Native Public]
    void ReceiveRemove(); // 0x274f500 [Event Public]
    void OnRep_Payload(); // 0x3631850 [Native Protected]
    UMRMeshComponent* GetMRMesh(); // 0x3631870 [Final Native Public]

// UARPlaneComponent (/Script/AugmentedReality.ARPlaneComponent)
    void SetPlaneComponentDebugMode(const EPlaneComponentDebugMode& NewDebugMode); // 0x3631f20 [Final Native Static Public]
    void SetObjectClassificationDebugColors(TMap<EARObjectClassification, void>& InColors); // 0x3631d90 [Final Native Static Public]
    void ServerUpdatePayload(const FARPlaneUpdatePayload& NewPayload); // 0x3631bc0 [Native Event Protected]
    void ReceiveUpdate(FARPlaneUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARPlaneUpdatePayload& Payload); // 0x274f500 [Event Public]
    TMap<EARObjectClassification, void> GetObjectClassificationDebugColors(); // 0x3631d60 [Final Native Static Public]

// UARPointComponent (/Script/AugmentedReality.ARPointComponent)
    void ServerUpdatePayload(const FARPointUpdatePayload& NewPayload); // 0x36323a0 [Native Event Protected]
    void ReceiveUpdate(const FARPointUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(const FARPointUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARFaceComponent (/Script/AugmentedReality.ARFaceComponent)
    void SetFaceComponentDebugMode(const EFaceComponentDebugMode& NewDebugMode); // 0x36327c0 [Final Native Static Public]
    void ServerUpdatePayload(const FARFaceUpdatePayload& NewPayload); // 0x3632690 [Native Event Protected]
    void ReceiveUpdate(FARFaceUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARFaceUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARImageComponent (/Script/AugmentedReality.ARImageComponent)
    void SetImageComponentDebugMode(const EImageComponentDebugMode& NewDebugMode); // 0x3632ce0 [Final Native Static Public]
    void ServerUpdatePayload(const FARImageUpdatePayload& NewPayload); // 0x3632b60 [Native Event Protected]
    void ReceiveUpdate(FARImageUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARImageUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARQRCodeComponent (/Script/AugmentedReality.ARQRCodeComponent)
    void SetQRCodeComponentDebugMode(const EQRCodeComponentDebugMode& NewDebugMode); // 0x3633230 [Final Native Static Public]
    void ServerUpdatePayload(const FARQRCodeUpdatePayload& NewPayload); // 0x36330b0 [Native Event Protected]
    void ReceiveUpdate(FARQRCodeUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARQRCodeUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARPoseComponent (/Script/AugmentedReality.ARPoseComponent)
    void SetPoseComponentDebugMode(const EPoseComponentDebugMode& NewDebugMode); // 0x3633790 [Final Native Static Public]
    void ServerUpdatePayload(const FARPoseUpdatePayload& NewPayload); // 0x3633630 [Native Event Protected]
    void ReceiveUpdate(FARPoseUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARPoseUpdatePayload& Payload); // 0x274f500 [Event Public]

// UAREnvironmentProbeComponent (/Script/AugmentedReality.AREnvironmentProbeComponent)
    void ServerUpdatePayload(const FAREnvironmentProbeUpdatePayload& NewPayload); // 0x3633b50 [Native Event Protected]
    void ReceiveUpdate(FAREnvironmentProbeUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FAREnvironmentProbeUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARObjectComponent (/Script/AugmentedReality.ARObjectComponent)
    void ServerUpdatePayload(const FARObjectUpdatePayload& NewPayload); // 0x3633b50 [Native Event Protected]
    void ReceiveUpdate(FARObjectUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARObjectUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARMeshComponent (/Script/AugmentedReality.ARMeshComponent)
    void ServerUpdatePayload(const FARMeshUpdatePayload& NewPayload); // 0x3634150 [Native Event Protected]
    void ReceiveUpdate(FARMeshUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARMeshUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARGeoAnchorComponent (/Script/AugmentedReality.ARGeoAnchorComponent)
    void SetGeoAnchorComponentDebugMode(const EGeoAnchorComponentDebugMode& NewDebugMode); // 0x36346c0 [Final Native Static Public]
    void ServerUpdatePayload(const FARGeoAnchorUpdatePayload& NewPayload); // 0x3634540 [Native Event Protected]
    void ReceiveUpdate(FARGeoAnchorUpdatePayload& Payload); // 0x274f500 [Event Public]
    void ReceiveAdd(FARGeoAnchorUpdatePayload& Payload); // 0x274f500 [Event Public]

// UARDependencyHandler (/Script/AugmentedReality.ARDependencyHandler)
    void StartARSessionLatent(UObject* WorldContextObject, UARSessionConfig* SessionConfig, const FLatentActionInfo& LatentInfo); // 0x3634f90 [Native Public]
    void RequestARSessionPermission(UObject* WorldContextObject, UARSessionConfig* SessionConfig, const FLatentActionInfo& LatentInfo, const EARServicePermissionRequestResult& OutPermissionResult); // 0x36351c0 [Native Public]
    void InstallARService(UObject* WorldContextObject, const FLatentActionInfo& LatentInfo, const EARServiceInstallRequestResult& OutInstallResult); // 0x3635430 [Native Public]
    UARDependencyHandler* GetARDependencyHandler(); // 0x3635870 [Final Native Static Public]
    void CheckARServiceAvailability(UObject* WorldContextObject, const FLatentActionInfo& LatentInfo, const EARServiceAvailability& OutAvailability); // 0x3635650 [Native Public]

// UARGeoTrackingSupport (/Script/AugmentedReality.ARGeoTrackingSupport)
    UARGeoTrackingSupport* GetGeoTrackingSupport(); // 0x3636660 [Final Native Static Public]
    EARGeoTrackingStateReason GetGeoTrackingStateReason(); // 0x36116f0 [Native Public]
    EARGeoTrackingState GetGeoTrackingState(); // 0x3611720 [Native Public]
    EARGeoTrackingAccuracy GetGeoTrackingAccuracy(); // 0x3636630 [Native Public]
    bool AddGeoAnchorAtLocationWithAltitude(float Longitude, float Latitude, float AltitudeMeters, const FString& OptionalAnchorName); // 0x36360f0 [Native Public]
    bool AddGeoAnchorAtLocation(float Longitude, float Latitude, const FString& OptionalAnchorName); // 0x36363d0 [Native Public]

// UCheckGeoTrackingAvailabilityAsyncTaskBlueprintProxy (/Script/AugmentedReality.CheckGeoTrackingAvailabilityAsyncTaskBlueprintProxy)
    void GeoTrackingAvailabilityDelegate__DelegateSignature(bool bIsAvailable, const FString& Error); // 0x274f500 [Public]
    UCheckGeoTrackingAvailabilityAsyncTaskBlueprintProxy* CheckGeoTrackingAvailabilityAtLocation(UObject* WorldContextObject, float Longitude, float Latitude); // 0x3636820 [Final Native Static Public]
    UCheckGeoTrackingAvailabilityAsyncTaskBlueprintProxy* CheckGeoTrackingAvailability(UObject* WorldContextObject); // 0x3636ad0 [Final Native Static Public]

// UGetGeoLocationAsyncTaskBlueprintProxy (/Script/AugmentedReality.GetGeoLocationAsyncTaskBlueprintProxy)
    void GetGeoLocationDelegate__DelegateSignature(float Longitude, float Latitude, float Altitude, const FString& Error); // 0x274f500 [Public]
    UGetGeoLocationAsyncTaskBlueprintProxy* GetGeoLocationAtWorldPosition(UObject* WorldContextObject, const FVector& WorldPosition); // 0x3636ce0 [Final Native Static Public]

// UARLifeCycleComponent (/Script/AugmentedReality.ARLifeCycleComponent)
    void ServerSpawnARActor(TSubclassOf<UObject> ComponentClass, const FGuid& NativeID); // 0x3638100 [Final Native Event Private]
    void ServerDestroyARActor(AARActor* Actor); // 0x3637ff0 [Final Native Event Private]
    void InstanceARActorToBeDestroyedDelegate__DelegateSignature(AARActor* Actor); // 0x274f500 [Public]
    void InstanceARActorSpawnedDelegate__DelegateSignature(TSubclassOf<UObject> ComponentClass, const FGuid& NativeID, AARActor* SpawnedActor); // 0x274f500 [Public]

// UARBasicLightEstimate (/Script/AugmentedReality.ARBasicLightEstimate)
    float GetAmbientIntensityLumens(); // 0x3638560 [Final Native Public]
    float GetAmbientColorTemperatureKelvin(); // 0x3638540 [Final Native Public]
    FLinearColor GetAmbientColor(); // 0x3638520 [Final Native Public]

// UARPin (/Script/AugmentedReality.ARPin)
    EARTrackingState GetTrackingState(); // 0x3638a80 [Final Native Public]
    UARTrackedGeometry* GetTrackedGeometry(); // 0x22a0400 [Final Native Public]
    USceneComponent* GetPinnedComponent(); // 0x15e5f40 [Final Native Public]
    FTransform GetLocalToWorldTransform(); // 0x3638aa0 [Final Native Public]
    FTransform GetLocalToTrackingTransform(); // 0x3638b00 [Final Native Public]
    FName GetDebugName(); // 0x36387f0 [Final Native Public]
    void DebugDraw(UWorld* World, const FLinearColor& Color, float Scale, float PersistForSeconds); // 0x3638810 [Native Public]

// UARSessionConfig (/Script/AugmentedReality.ARSessionConfig)
    bool ShouldResetTrackedObjects(); // 0x363a0c0 [Final Native Public]
    bool ShouldResetCameraTracking(); // 0x363a1b0 [Final Native Public]
    bool ShouldRenderCameraOverlay(); // 0x363a2e0 [Final Native Public]
    bool ShouldEnableCameraTracking(); // 0x363a2c0 [Final Native Public]
    bool ShouldEnableAutoFocus(); // 0x363a2a0 [Final Native Public]
    void SetWorldMapData(const TArray<void>& WorldMapData); // 0x3639c80 [Final Native Public]
    void SetSessionTrackingFeatureToEnable(const EARSessionTrackingFeature& InSessionTrackingFeature); // 0x3639640 [Final Native Public]
    void SetSceneReconstructionMethod(const EARSceneReconstruction& InSceneReconstructionMethod); // 0x3639570 [Final Native Public]
    void SetResetTrackedObjects(bool bNewValue); // 0x3639ff0 [Final Native Public]
    void SetResetCameraTracking(bool bNewValue); // 0x363a0e0 [Final Native Public]
    void SetFaceTrackingUpdate(const EARFaceTrackingUpdate& InUpdate); // 0x3639750 [Final Native Public]
    void SetFaceTrackingDirection(const EARFaceTrackingDirection& InDirection); // 0x3639840 [Final Native Public]
    void SetEnableAutoFocus(bool bNewValue); // 0x363a1d0 [Final Native Public]
    void SetDesiredVideoFormat(const FARVideoFormat& NewFormat); // 0x3639930 [Final Native Public]
    void SetCandidateObjectList(const TArray<void>& InCandidateObjects); // 0x3639b60 [Final Native Public]
    TArray<void> GetWorldMapData(); // 0x3639df0 [Final Native Public]
    EARWorldAlignment GetWorldAlignment(); // 0x363a390 [Final Native Public]
    EARSessionType GetSessionType(); // 0x363a370 [Final Native Public]
    EARSceneReconstruction GetSceneReconstructionMethod(); // 0x3639710 [Final Native Public]
    EARPlaneDetectionMode GetPlaneDetectionMode(); // 0x363a340 [Final Native Public]
    int32 GetMaxNumSimultaneousImagesTracked(); // 0x3639e40 [Final Native Public]
    EARLightEstimationMode GetLightEstimationMode(); // 0x363a320 [Final Native Public]
    EARFrameSyncMode GetFrameSyncMode(); // 0x363a300 [Final Native Public]
    EARFaceTrackingUpdate GetFaceTrackingUpdate(); // 0x3639820 [Final Native Public]
    EARFaceTrackingDirection GetFaceTrackingDirection(); // 0x3639910 [Final Native Public]
    EAREnvironmentCaptureProbeType GetEnvironmentCaptureProbeType(); // 0x3639e20 [Final Native Public]
    EARSessionTrackingFeature GetEnabledSessionTrackingFeature(); // 0x3639730 [Final Native Public]
    FARVideoFormat GetDesiredVideoFormat(); // 0x3639a20 [Final Native Public]
    TArray<void> GetCandidateObjectList(); // 0x3639c50 [Final Native Public]
    TArray<void> GetCandidateImageList(); // 0x3639f60 [Final Native Public]
    void AddCandidateObject(UARCandidateObject* CandidateObject); // 0x3639a50 [Final Native Public]
    void AddCandidateImage(UARCandidateImage* NewCandidateImage); // 0x3639e60 [Final Native Public]

// AARSharedWorldGameMode (/Script/AugmentedReality.ARSharedWorldGameMode)
    void SetPreviewImageData(const TArray<void>& ImageData); // 0x363adb0 [Final Native Public]
    void SetARWorldSharingIsReady(); // 0x363ac00 [Final Native Public]
    void SetARSharedWorldData(const TArray<void>& ARWorldData); // 0x363ac30 [Final Native Public]
    AARSharedWorldGameState* GetARSharedWorldGameState(); // 0x21e05f0 [Final Native Public]

// AARSharedWorldGameState (/Script/AugmentedReality.ARSharedWorldGameState)
    void K2_OnARWorldMapIsReady(); // 0x274f500 [Event Public]

// AARSharedWorldPlayerController (/Script/AugmentedReality.ARSharedWorldPlayerController)
    void ServerMarkReadyForReceiving(); // 0x363b5d0 [Native Event Public]
    void ClientUpdatePreviewImageData(int32 Offset, const TArray<void>& Buffer); // 0x363b280 [Native Event Public]
    void ClientUpdateARWorldData(int32 Offset, const TArray<void>& Buffer); // 0x363b0c0 [Native Event Public]
    void ClientInitSharedWorld(int32 PreviewImageSize, int32 ARWorldDataSize); // 0x363b440 [Native Event Public]

// AARSkyLight (/Script/AugmentedReality.ARSkyLight)
    void SetEnvironmentCaptureProbe(UAREnvironmentCaptureProbe* InCaptureProbe); // 0x363b800 [Final Native Public]

// UARTrackedGeometry (/Script/AugmentedReality.ARTrackedGeometry)
    bool IsTracked(); // 0x363ce30 [Final Native Public]
    bool HasSpatialMeshUsageFlag(const EARSpatialMeshUsageFlags& InFlag); // 0x363cc70 [Final Native Public]
    UMRMeshComponent* GetUnderlyingMesh(); // 0x363cd70 [Final Native Public]
    EARTrackingState GetTrackingState(); // 0x3638a80 [Final Native Public]
    EARObjectClassification GetObjectClassification(); // 0x363cd50 [Final Native Public]
    FString GetName(); // 0x363cde0 [Final Native Public]
    FTransform GetLocalToWorldTransform(); // 0x363ce60 [Final Native Public]
    FTransform GetLocalToTrackingTransform(); // 0x3638b00 [Final Native Public]
    float GetLastUpdateTimestamp(); // 0x363cd90 [Final Native Public]
    int32 GetLastUpdateFrameNumber(); // 0x363cdc0 [Final Native Public]
    FName GetDebugName(); // 0x363ce10 [Final Native Public]

// UARPlaneGeometry (/Script/AugmentedReality.ARPlaneGeometry)
    UARPlaneGeometry* GetSubsumedBy(); // 0x363d160 [Final Native Public]
    EARPlaneOrientation GetOrientation(); // 0x363d140 [Final Native Public]
    FVector GetExtent(); // 0x363d240 [Final Native Public]
    FVector GetCenter(); // 0x363d270 [Final Native Public]
    TArray<void> GetBoundaryPolygonInLocalSpace(); // 0x363d180 [Final Native Public]

// UARTrackedImage (/Script/AugmentedReality.ARTrackedImage)
    FVector2D GetEstimateSize(); // 0x363d440 [Final Native Public]
    UARCandidateImage* GetDetectedImage(); // 0x2299940 [Final Native Public]

// UARFaceGeometry (/Script/AugmentedReality.ARFaceGeometry)
    FTransform GetWorldSpaceEyeTransform(const EAREye& eye); // 0x363d570 [Final Native Public]
    FTransform GetLocalSpaceEyeTransform(const EAREye& eye); // 0x363d680 [Final Native Public]
    float GetBlendShapeValue(const EARFaceBlendShape& BlendShape); // 0x363d880 [Final Native Public]
    TMap<EARFaceBlendShape, void> GetBlendShapes(); // 0x363d780 [Final Native Public]

// UAREnvironmentCaptureProbe (/Script/AugmentedReality.AREnvironmentCaptureProbe)
    FVector GetExtent(); // 0x363db30 [Final Native Public]
    UAREnvironmentCaptureProbeTexture* GetEnvironmentCaptureTexture(); // 0x363db10 [Final Native Public]

// UARTrackedObject (/Script/AugmentedReality.ARTrackedObject)
    UARCandidateObject* GetDetectedObject(); // 0x2299940 [Final Native Public]

// UARTrackedPose (/Script/AugmentedReality.ARTrackedPose)
    FARPose3D GetTrackedPoseData(); // 0x363dcd0 [Final Native Public]

// UARMeshGeometry (/Script/AugmentedReality.ARMeshGeometry)
    bool GetObjectClassificationAtLocation(const FVector& InWorldLocation, const EARObjectClassification& OutClassification, const FVector& OutClassificationLocation, float MaxLocationDiff); // 0x363de00 [Native Public]

// UARGeoAnchor (/Script/AugmentedReality.ARGeoAnchor)
    float GetLongitude(); // 0x363e1a0 [Final Native Public]
    float GetLatitude(); // 0x363e180 [Final Native Public]
    EARAltitudeSource GetAltitudeSource(); // 0x1a79c70 [Final Native Public]
    float GetAltitudeMeters(); // 0x363e160 [Final Native Public]

// UARCandidateImage (/Script/AugmentedReality.ARCandidateImage)
    float GetPhysicalWidth(); // 0x363fa30 [Final Native Public]
    float GetPhysicalHeight(); // 0x363fa10 [Final Native Public]
    EARCandidateImageOrientation GetOrientation(); // 0x363f9f0 [Final Native Public]
    FString GetFriendlyName(); // 0x363fa50 [Final Native Public]
    UTexture2D* GetCandidateTexture(); // 0x15e5f40 [Final Native Public]

// UARCandidateObject (/Script/AugmentedReality.ARCandidateObject)
    void SetFriendlyName(const FString& NewName); // 0x363fd00 [Final Native Public]
    void SetCandidateObjectData(const TArray<void>& InCandidateObject); // 0x363fe70 [Final Native Public]
    void SetBoundingBox(const FBox& InBoundingBox); // 0x363fbe0 [Final Native Public]
    FString GetFriendlyName(); // 0x363fe40 [Final Native Public]
    TArray<void> GetCandidateObjectData(); // 0x363ff60 [Final Native Public]
    FBox GetBoundingBox(); // 0x363fcd0 [Final Native Public]

// UAutomationUtilsBlueprintLibrary (/Script/AutomationUtils.AutomationUtilsBlueprintLibrary)
    void TakeGameplayAutomationScreenshot(const FString& ScreenshotName, float MaxGlobalError, float MaxLocalError, const FString& MapNameOverride); // 0x1ac1910 [Final Native Static Public]

// UCableComponent (/Script/CableComponent.CableComponent)
    void SetAttachEndToComponent(USceneComponent* Component, const FName& SocketName); // 0x1b07920 [Final Native Public]
    void SetAttachEndTo(AActor* Actor, const FName& ComponentProperty, const FName& SocketName); // 0x1b07730 [Final Native Public]
    void GetCableParticleLocations(const TArray<void>& Locations); // 0x1b07520 [Final Native Public]
    USceneComponent* GetAttachedComponent(); // 0x1b07690 [Final Native Public]
    AActor* GetAttachedActor(); // 0x1b07710 [Final Native Public]

// UCalibrationPointComponent (/Script/CameraCalibrationCore.CalibrationPointComponent)
    void RebuildVertices(); // 0x1606420 [Final Native Public]
    bool NamespacedSubpointName(const FString& InSubpointName, const FString& OutNamespacedName); // 0x1606570 [Final Native Public]
    bool GetWorldLocation(const FString& InPointName, const FVector& OutLocation); // 0x1606700 [Final Native Public]
    void GetNamespacedPointNames(const TArray<void>& OutNamespacedNames); // 0x1606450 [Final Native Public]

// ACameraCalibrationCheckerboard (/Script/CameraCalibrationCore.CameraCalibrationCheckerboard)
    void Rebuild(); // 0x1606a70 [Final Native Public]

// UCameraCalibrationSubsystem (/Script/CameraCalibrationCore.CameraCalibrationSubsystem)
    void UnregisterDistortionModelHandler(UCineCameraComponent* Component, ULensDistortionModelHandlerBase* Handler); // 0x1607bb0 [Final Native Public]
    void SetDefaultLensFile(ULensFile* NewDefaultLensFile); // 0x16089e0 [Final Native Public]
    TSubclassOf<ULensModel> GetRegisteredLensModel(const FName& ModelName); // 0x1607a90 [Final Native Public]
    ULensFile* GetLensFile(FLensFilePicker& Picker); // 0x16088e0 [Final Native Public]
    TArray<void> GetDistortionModelHandlers(UCineCameraComponent* Component); // 0x16086e0 [Final Native Public]
    ULensFile* GetDefaultLensFile(); // 0x1608ab0 [Final Native Public]
    TArray<void> GetCameraNodalOffsetAlgos(); // 0x16078d0 [Final Native Public]
    TSubclassOf<UCameraNodalOffsetAlgo> GetCameraNodalOffsetAlgo(const FName& Name); // 0x1607960 [Final Native Public]
    TArray<void> GetCameraCalibrationSteps(); // 0x1607840 [Final Native Public]
    TSubclassOf<UCameraCalibrationStep> GetCameraCalibrationStep(const FName& Name); // 0x1607710 [Final Native Public]
    ULensDistortionModelHandlerBase* FindOrCreateDistortionModelHandler(FDistortionHandlerPicker& DistortionHandlerPicker, TSubclassOf<ULensModel> LensModelClass); // 0x1607dd0 [Final Native Public]
    ULensDistortionModelHandlerBase* FindDistortionModelHandler(FDistortionHandlerPicker& DistortionHandlerPicker, bool bUpdatePicker); // 0x1608540 [Final Native Public]

// ULensDistortionModelHandlerBase (/Script/CameraCalibrationCore.LensDistortionModelHandlerBase)
    void SetDistortionState(FLensDistortionState& InNewState); // 0x160a120 [Final Native Public]
    bool IsModelSupported(const TSubclassOf<ULensModel>& ModelToSupport); // 0x160a220 [Final Native Public]
    UTextureRenderTarget2D* GetUndistortionDisplacementMap(); // 0x160a100 [Final Native Public]
    UTextureRenderTarget2D* GetDistortionDisplacementMap(); // 0x160a0e0 [Final Native Public]

// ULensFile (/Script/CameraCalibrationCore.LensFile)
    void RemoveZoomPoint(const ELensDataCategory& InDataCategory, float InFocus, float InZoom); // 0x160aa40 [Final Native Public]
    void RemoveFocusPoint(const ELensDataCategory& InDataCategory, float InFocus); // 0x160ac30 [Final Native Public]
    bool HasSamples(const ELensDataCategory& InDataCategory); // 0x160a6b0 [Final Native Public]
    bool HasIrisEncoderMapping(); // 0x160d110 [Final Native Public]
    bool HasFocusEncoderMapping(); // 0x160d230 [Final Native Public]
    TArray<void> GetSTMapPoints(); // 0x160c950 [Final Native Public]
    bool GetSTMapPoint(float InFocus, float InZoom, FSTMapInfo& OutSTMapInfo); // 0x160ba80 [Final Native Public]
    TArray<void> GetNodalOffsetPoints(); // 0x160c4c0 [Final Native Public]
    bool GetNodalOffsetPoint(float InFocus, float InZoom, FNodalPointOffset& OutNodalPointOffset); // 0x160bc60 [Final Native Public]
    TArray<void> GetImageCenterPoints(); // 0x160c770 [Final Native Public]
    bool GetImageCenterPoint(float InFocus, float InZoom, FImageCenterInfo& OutImageCenterInfo); // 0x160bea0 [Final Native Public]
    TArray<void> GetFocalLengthPoints(); // 0x160cb90 [Final Native Public]
    bool GetFocalLengthPoint(float InFocus, float InZoom, FFocalLengthInfo& OutFocalLengthInfo); // 0x160c0a0 [Final Native Public]
    TArray<void> GetDistortionPoints(); // 0x160cd70 [Final Native Public]
    bool GetDistortionPoint(float InFocus, float InZoom, FDistortionInfo& OutDistortionInfo); // 0x160c2b0 [Final Native Public]
    float EvaluateNormalizedIris(float InNormalizedValue); // 0x160d020 [Final Native Public]
    float EvaluateNormalizedFocus(float InNormalizedValue); // 0x160d140 [Final Native Public]
    bool EvaluateNodalPointOffset(float InFocus, float InZoom, FNodalPointOffset& OutEvaluatedValue); // 0x160d260 [Final Native Public]
    bool EvaluateImageCenterParameters(float InFocus, float InZoom, FImageCenterInfo& OutEvaluatedValue); // 0x160d7d0 [Final Native Public]
    bool EvaluateFocalLength(float InFocus, float InZoom, FFocalLengthInfo& OutEvaluatedValue); // 0x160d9b0 [Final Native Public]
    bool EvaluateDistortionParameters(float InFocus, float InZoom, FDistortionInfo& OutEvaluatedValue); // 0x160dba0 [Final Native Public]
    bool EvaluateDistortionData(float InFocus, float InZoom, const FVector2D& InFilmback, ULensDistortionModelHandlerBase* InLensHandler); // 0x160d490 [Final Native Public]
    void ClearData(const ELensDataCategory& InDataCategory); // 0x160a820 [Final Native Public]
    void ClearAll(); // 0x160a9c0 [Final Native Public]
    void AddSTMapPoint(float NewFocus, float NewZoom, FSTMapInfo& NewPoint); // 0x160ada0 [Final Native Public]
    void AddNodalOffsetPoint(float NewFocus, float NewZoom, FNodalPointOffset& NewPoint); // 0x160af90 [Final Native Public]
    void AddImageCenterPoint(float NewFocus, float NewZoom, FImageCenterInfo& NewPoint); // 0x160b270 [Final Native Public]
    void AddFocalLengthPoint(float NewFocus, float NewZoom, FFocalLengthInfo& NewFocalLength); // 0x160b560 [Final Native Public]
    void AddDistortionPoint(float NewFocus, float NewZoom, FDistortionInfo& NewPoint, FFocalLengthInfo& NewFocalLength); // 0x160b770 [Final Native Public]

// UChaosSolverEngineBlueprintLibrary (/Script/ChaosSolverEngine.ChaosSolverEngineBlueprintLibrary)
    FHitResult ConvertPhysicsCollisionToHitResult(FChaosPhysicsCollisionInfo& PhysicsCollision); // 0x49b0e70 [Final Native Static Public]

// AChaosSolverActor (/Script/ChaosSolverEngine.ChaosSolverActor)
    void SetSolverActive(bool bActive); // 0x14ab3b0 [Native Public]
    void SetAsCurrentWorldSolver(); // 0x49b13f0 [Final Native Public]

// ACameraRig_Rail (/Script/CinematicCamera.CameraRig_Rail)
    USplineComponent* GetRailSplineComponent(); // 0x21e4350 [Final Native Public]

// ACineCameraActor (/Script/CinematicCamera.CineCameraActor)
    UCineCameraComponent* GetCineCameraComponent(); // 0x3bf4bc0 [Final Native Public]

// UCineCameraComponent (/Script/CinematicCamera.CineCameraComponent)
    void SetLensPresetByName(const FString& InPresetName); // 0x3bf55c0 [Final Native Public]
    void SetFilmbackPresetByName(const FString& InPresetName); // 0x3bf5830 [Final Native Public]
    void SetCurrentFocalLength(float InFocalLength); // 0x3bf5c10 [Final Native Public]
    float GetVerticalFieldOfView(); // 0x3bf5b30 [Final Native Public]
    TArray<void> GetLensPresetsCopy(); // 0x3bf52d0 [Final Native Static Public]
    FString GetLensPresetName(); // 0x3bf56c0 [Final Native Public]
    float GetHorizontalFieldOfView(); // 0x3bf5ba0 [Final Native Public]
    TArray<void> GetFilmbackPresetsCopy(); // 0x3bf5450 [Final Native Static Public]
    FString GetFilmbackPresetName(); // 0x3bf59f0 [Final Native Public]
    FString GetDefaultFilmbackPresetName(); // 0x3bf5930 [Final Native Public]

// UClothingSimulationInteractor (/Script/ClothingSystemRuntimeInterface.ClothingSimulationInteractor)
    void SetNumSubsteps(int32 NumSubsteps); // 0x3d2f120 [Native Public]
    void SetNumIterations(int32 NumIterations); // 0x3d2f200 [Native Public]
    void SetAnimDriveSpringStiffness(float InStiffness); // 0x3d2f3c0 [Native Public]
    void PhysicsAssetUpdated(); // 0x15e0ff0 [Native Public]
    float GetSimulationTime(); // 0x3d2f060 [Final Native Public]
    int32 GetNumSubsteps(); // 0x3d2f080 [Final Native Public]
    int32 GetNumKinematicParticles(); // 0x3d2f0e0 [Final Native Public]
    int32 GetNumIterations(); // 0x3d2f0a0 [Final Native Public]
    int32 GetNumDynamicParticles(); // 0x3d2f0c0 [Final Native Public]
    int32 GetNumCloths(); // 0x3d2f100 [Final Native Public]
    UClothingInteractor* GetClothingInteractor(const FString& ClothingAssetName); // 0x3d2ee30 [Final Native Public]
    void EnableGravityOverride(const FVector& InVector); // 0x3d2f2e0 [Native Public]
    void DisableGravityOverride(); // 0x36115f0 [Native Public]
    void ClothConfigUpdated(); // 0x10ce6e0 [Native Public]

// UClothingSimulationInteractorNv (/Script/ClothingSystemRuntimeNv.ClothingSimulationInteractorNv)
    void SetAnimDriveDamperStiffness(float InStiffness); // 0x4799700 [Final Native Public]

// AComposurePipelineBaseActor (/Script/Composure.ComposurePipelineBaseActor)
    void SetAutoRunChildrenAndSelf(bool bAutoRunChildAndSelf); // 0x15e5800 [Native Public]
    void SetAutoRun(bool bNewAutoRunVal); // 0x14ab2a0 [Native Public]
    bool IsActivelyRunning(); // 0x14ab380 [Native Event Public]
    void EnqueueRendering(bool bCameraCutThisFrame); // 0x14ab3b0 [Native Event Public]
    bool AreChildrenAndSelfAutoRun(); // 0x15e58e0 [Final Native Public]

// ACompositingElement (/Script/Composure.CompositingElement)
    void SetTargetCamera(ACameraActor* NewCameraActor); // 0x15dea50 [Final Native Public]
    void SetRenderResolution(const FIntPoint& NewResolution); // 0x15de470 [Final Native Public]
    void SetOpacity(float NewOpacity); // 0x15df5e0 [Final Native Public]
    void SetElementName(const FName& NewName); // 0x15df850 [Final Native Public]
    void SetEditorColorPickingTarget(UTextureRenderTarget2D* PickingTarget); // 0xec5570 [Final Native Public]
    void SetEditorColorPickerDisplayImage(UTexture* PickerDisplayImage); // 0xec5570 [Final Native Public]
    UTextureRenderTarget2D* RequestNamedRenderTarget(const FName& ReferenceName, float RenderPercentage, const ETargetUsageFlags& UsageTag); // 0x15df2e0 [Final Native Public]
    UTextureRenderTarget2D* RenderCompositingMaterialToTarget(FCompositingMaterial& CompMaterial, UTextureRenderTarget2D* RenderTarget, const FName& ResultLookupName); // 0x15dec80 [Final Native Public]
    UTexture* RenderCompositingMaterial(FCompositingMaterial& CompMaterial, float RenderScale, const FName& ResultLookupName, const ETargetUsageFlags& UsageTag); // 0x15deeb0 [Final Native Public]
    UTexture* RenderCompElement(bool bCameraCutThisFrame); // 0x15df4f0 [Native Event Public]
    bool ReleaseOwnedTarget(UTextureRenderTarget2D* OwnedTarget); // 0x15df1b0 [Final Native Public]
    void RegisterPassResult(const FName& ReferenceName, UTexture* PassResult, bool bSetAsLatestRenderResult); // 0x15de760 [Final Native Public]
    bool IsSubElement(); // 0x15df810 [Final Native Public]
    TArray<void> GetTransformsList(); // 0x15ddae0 [Final Native Public]
    FIntPoint GetRenderResolution(); // 0x15de540 [Final Native Public]
    int32 GetRenderPriority(); // 0x15dc8e0 [Native Public]
    TArray<void> GetOutputsList(); // 0x15dda00 [Final Native Public]
    float GetOpacity(); // 0x15df720 [Final Native Public]
    UTexture* GetLatestRenderResult(); // 0x15de5b0 [Final Native Public]
    TArray<void> GetInputsList(); // 0x15ddbc0 [Final Native Public]
    ACompositingElement* GetElementParent(); // 0x15df7e0 [Final Native Public]
    FName GetCompElementName(); // 0x15df4d0 [Final Native Public]
    TArray<void> GetChildElements(); // 0x15df740 [Final Native Public]
    UCompositingElementTransform* FindTransformPass(TSubclassOf<UCompositingElementTransform> TransformType, const UTexture*& PassResult, const FName& OptionalPassName); // 0x15dded0 [Final Native Public]
    ACameraActor* FindTargetCamera(); // 0x15dec50 [Final Native Public]
    UCompositingElementOutput* FindOutputPass(TSubclassOf<UCompositingElementOutput> OutputType, const FName& OptionalPassName); // 0x15ddca0 [Final Native Public]
    UTexture* FindNamedRenderResult(const FName& PassName, bool bSearchSubElements); // 0x15de5f0 [Final Native Public]
    UCompositingElementInput* FindInputPass(TSubclassOf<UCompositingElementInput> InputType, const UTexture*& PassResult, const FName& OptionalPassName); // 0x15de1a0 [Final Native Public]
    bool DeletePass(UCompositingElementPass* PassToDelete); // 0x15dd670 [Final Native Public]
    UCompositingElementTransform* CreateNewTransformPass(const FName& PassName, TSubclassOf<UCompositingElementTransform> TransformType); // 0x15dd160 [Final Native Public]
    UCompositingElementOutput* CreateNewOutputPass(const FName& PassName, TSubclassOf<UCompositingElementOutput> OutputType); // 0x15dce80 [Final Native Public]
    UCompositingElementInput* CreateNewInputPass(const FName& PassName, TSubclassOf<UCompositingElementInput> InputType); // 0x15dd390 [Final Native Public]
    UCompositingElementTransform* AddNewTransformPass(const FName& PassName, TSubclassOf<UCompositingElementTransform> TransformType); // 0x15dcae0 [Final Native Protected]
    UCompositingElementOutput* AddNewOutputPass(const FName& PassName, TSubclassOf<UCompositingElementOutput> OutputType); // 0x15dc910 [Final Native Protected]
    UCompositingElementInput* AddNewInputPass(const FName& PassName, TSubclassOf<UCompositingElementInput> InputType); // 0x15dccb0 [Final Native Protected]

// ACompositingCaptureBase (/Script/Composure.CompositingCaptureBase)
    void UpdateDistortion(); // 0x15dbe70 [Final Native Public]

// UCompositingPickerAsyncTask (/Script/Composure.CompositingPickerAsyncTask)
    UCompositingPickerAsyncTask* OpenCompositingPicker(UTextureRenderTarget2D* PickerTarget, UTexture* DisplayImage, const FText& WindowTitle, bool bAverageColorOnDrag, bool bUseImplicitGamma); // 0x15dc000 [Final Native Static Public]

// UCompositingElementPass (/Script/Composure.CompositingElementPass)
    void SetPassEnabled(bool bSetEnabledTo); // 0x15e0ed0 [Final Native Public]
    void Reset(); // 0x15e0ff0 [Native Event Public]
    UTextureRenderTarget2D* RequestRenderTarget(const FIntPoint& Dimensions, uint8 Format); // 0x15e0d10 [Final Native Protected]
    UTextureRenderTarget2D* RequestNativelyFormattedTarget(float RenderScale); // 0x15e0c20 [Final Native Protected]
    bool ReleaseRenderTarget(UTextureRenderTarget2D* AssignedTarget); // 0x15e0b30 [Final Native Protected]
    void OnFrameEnd(); // 0x10ce6e0 [Native Event Public]
    void OnFrameBegin(bool bCameraCutThisFrame); // 0x15e1010 [Native Event Public]
    void OnEnabled(); // 0x15e0eb0 [Native Event Protected]
    void OnDisabled(); // 0x10ce7c0 [Native Event Protected]
    bool IsPassEnabled(); // 0x15e0fd0 [Final Native Public]

// UCompositingElementInput (/Script/Composure.CompositingElementInput)
    UTexture* GenerateInput(); // 0x15e1340 [Native Event Protected]

// ICompositingInputInterface (/Script/Composure.CompositingInputInterface)
    void OnFrameEnd(UCompositingInputInterfaceProxy* Proxy); // 0x15e0300 [Native Event Public]
    void OnFrameBegin(UCompositingInputInterfaceProxy* Proxy, bool bCameraCutThisFrame); // 0x15e04d0 [Native Event Public]
    UTexture* GenerateInput(UCompositingInputInterfaceProxy* Proxy); // 0x15e03e0 [Native Event Public]

// UCompositingElementOutput (/Script/Composure.CompositingElementOutput)
    void RelayOutput(UTexture* FinalResult, UComposurePostProcessingPassProxy* PostProcessProxy); // 0x15e17d0 [Native Event Protected]

// UCompositingElementTransform (/Script/Composure.CompositingElementTransform)
    UTexture* FindNamedPrePassResult(const FName& PassLookupName); // 0x15e1410 [Final Native Protected]
    UTexture* ApplyTransform(UTexture* Input, UComposurePostProcessingPassProxy* PostProcessProxy, ACameraActor* TargetCamera); // 0x15e1510 [Native Event Protected]

// UCompositingElementMaterialPass (/Script/Composure.CompositingElementMaterialPass)
    bool SetParameterMapping(const FName& TextureParamName, const FName& ComposureLayerName); // 0x15e2440 [Final Native Public]
    void SetMaterialInterface(UMaterialInterface* NewMaterial); // 0x15e2600 [Final Native Public]
    void ApplyMaterialParams(UMaterialInstanceDynamic* Mid); // 0x274f500 [Event Protected]

// UComposureBlueprintLibrary (/Script/Composure.ComposureBlueprintLibrary)
    void SetUVMapSettingsToMaterialParameters(FComposureUVMapSettings& UVMapSettings, UMaterialInstanceDynamic* Material); // 0x15e4730 [Final Native Static Public]
    void RequestRedrawComposureViewport(); // 0x15e2ec0 [Final Native Static Public]
    bool RenameComposureElement(const FName& OriginalElementName, const FName& NewElementName); // 0x15e34d0 [Final Native Static Public]
    void RefreshComposureElementList(); // 0x15e2d70 [Final Native Static Public]
    bool IsComposureElementDrawing(ACompositingElement* CompElement); // 0x15e3010 [Final Native Static Public]
    void InvertUVDisplacementMapEncodingParameters(const FVector2D& In, const FVector2D& Out); // 0x15e45c0 [Final Native Static Public]
    void GetRedGreenUVFactorsFromChromaticAberration(float ChromaticAberrationAmount, const FVector2D& RedGreenUVFactors); // 0x15e4430 [Final Native Static Public]
    void GetProjectionMatrixFromPostMoveSettings(FComposurePostMoveSettings& PostMoveSettings, float HorizontalFOVAngle, float AspectRatio, const FMatrix& ProjectionMatrix); // 0x15e4bc0 [Final Native Static Public]
    void GetPlayerDisplayGamma(APlayerCameraManager* PlayerCameraManager, const float& DisplayGamma); // 0x15e4240 [Final Native Static Public]
    void GetCroppingUVTransformationMatrixFromPostMoveSettings(FComposurePostMoveSettings& PostMoveSettings, float AspectRatio, const FMatrix& CropingUVTransformationMatrix, const FMatrix& UncropingUVTransformationMatrix); // 0x15e4910 [Final Native Static Public]
    ACompositingElement* GetComposureElement(const FName& ElementName); // 0x15e3970 [Final Native Static Public]
    void DeleteComposureElementAndChildren(const FName& ElementToDelete); // 0x15e3770 [Final Native Static Public]
    UComposurePlayerCompositingTarget* CreatePlayerCompositingTarget(UObject* WorldContextObject); // 0x15e4e80 [Final Native Static Public]
    ACompositingElement* CreateComposureElement(const FName& ElementName, TSubclassOf<ACompositingElement> ClassType, AActor* LevelContext); // 0x15e3be0 [Final Native Static Public]
    void CopyCameraSettingsToSceneCapture(UCameraComponent* SrcCamera, USceneCaptureComponent2D* DstCaptureComponent, float OriginalFocalLength, float OverscanFactor); // 0x15e3fe0 [Final Native Static Public]
    bool AttachComposureElement(const FName& ParentName, const FName& ChildName); // 0x15e3220 [Final Native Static Public]

// UComposurePostProcessPass (/Script/Composure.ComposurePostProcessPass)
    void SetSetupMaterial(UMaterialInterface* Material); // 0x15e6850 [Final Native Public]
    void SetOutputRenderTarget(UTextureRenderTarget2D* RenderTarget); // 0x15e6740 [Final Native Public]
    UMaterialInterface* GetSetupMaterial(); // 0x10a0f60 [Final Native Public]
    UTextureRenderTarget2D* GetOutputRenderTarget(); // 0x15e6820 [Final Native Public]

// UComposureLensBloomPass (/Script/Composure.ComposureLensBloomPass)
    void SetTonemapperReplacingMaterial(UMaterialInstanceDynamic* Material); // 0x15e5610 [Final Native Public]
    void BloomToRenderTarget(); // 0x15e55f0 [Final Native Public]

// UComposurePostProcessPassPolicy (/Script/Composure.ComposurePostProcessPassPolicy)
    void SetupPostProcess(USceneCaptureComponent2D* SceneCapture, const UMaterialInterface*& TonemapperOverride); // 0x15e6350 [Native Event Public]

// UComposurePlayerCompositingTarget (/Script/Composure.ComposurePlayerCompositingTarget)
    void SetRenderTarget(UTextureRenderTarget2D* RenderTarget); // 0x15e5be0 [Final Native Public]
    APlayerCameraManager* SetPlayerCameraManager(APlayerCameraManager* PlayerCameraManager); // 0x15e5d50 [Final Native Public]
    APlayerCameraManager* GetPlayerCameraManager(); // 0x15e5f40 [Final Native Public]

// UComposureCompositingTargetComponent (/Script/Composure.ComposureCompositingTargetComponent)
    void SetDisplayTexture(UTexture* DisplayTexture); // 0x15e6080 [Final Native Public]
    UTexture* GetDisplayTexture(); // 0x15e6060 [Final Native Public]

// UComposurePostProcessingPassProxy (/Script/Composure.ComposurePostProcessingPassProxy)
    void Execute(UTexture* PrePassInput, UComposurePostProcessPassPolicy* PostProcessPass); // 0x15e6540 [Final Native Public]

// UComposureTonemapperPass (/Script/Composure.ComposureTonemapperPass)
    void TonemapToRenderTarget(); // 0x15e6b30 [Final Native Public]

// ICompositingTextureLookupTable (/Script/Composure.CompositingTextureLookupTable)
    bool FindNamedPassResult(const FName& LookupName, const UTexture*& OutTexture); // 0x15e7b60 [Native Public]

// IMovieSceneComposureExportClient (/Script/Composure.MovieSceneComposureExportClient)
    void InitializeForExport(UMovieSceneComposureExportInitializer* ExportInitializer); // 0x274f500 [Event Public]

// UMovieSceneComposureExportInitializer (/Script/Composure.MovieSceneComposureExportInitializer)
    void ExportSceneCaptureBuffers(ACompositingElement* CompShotElement, USceneCaptureComponent2D* SceneCapture, const TArray<void>& BuffersToExport); // 0x15e7f40 [Final Native Public]

// UConstructionSystemBuildTool (/Script/ConstructionSystemRuntime.ConstructionSystemBuildTool)
    void SetActivePrefab(UPrefabricatorAssetInterface* InActivePrefabAsset); // 0x1a65970 [Final Native Public]
    void HandleInput_RotateCursorStep(float NumSteps); // 0x1a657b0 [Final Native Private]
    void HandleInput_CursorMovePrev(); // 0x1a65890 [Final Native Private]
    void HandleInput_CursorMoveNext(); // 0x1a658f0 [Final Native Private]
    void HandleInput_ConstructAtCursor(); // 0x1a65950 [Final Native Private]

// UConstructionSystemComponent (/Script/ConstructionSystemRuntime.ConstructionSystemComponent)
    void ToggleConstructionSystem(); // 0x1a66060 [Final Native Public]
    void ShowBuildMenu(); // 0x1a65f50 [Final Native Public]
    void SetActiveTool(const EConstructionSystemToolType& InToolType); // 0x1a65e60 [Final Native Public]
    void HideBuildMenu(); // 0x1a65f30 [Final Native Public]
    UConstructionSystemTool* GetTool(const EConstructionSystemToolType& InToolType); // 0x1a65d20 [Final Native Public]
    EConstructionSystemToolType GetActiveToolType(); // 0x1a65e40 [Final Native Public]
    UConstructionSystemTool* GetActiveTool(); // 0x1a65e00 [Final Native Public]
    void EnableConstructionSystem(const EConstructionSystemToolType& InToolType); // 0x1a65f90 [Final Native Public]
    void DisableConstructionSystem(); // 0x1a65f70 [Final Native Public]

// UConstructionSystemRemoveTool (/Script/ConstructionSystemRuntime.ConstructionSystemRemoveTool)
    void HandleInput_RemoveAtCursor(); // 0x1a66620 [Final Native Protected]

// UConstructionSystemSaveSystem (/Script/ConstructionSystemRuntime.ConstructionSystemSaveSystem)
    void SaveConstructionSystemLevel(UObject* WorldContextObject, const FString& SaveSlotName, int32 UserIndex, bool bSavePlayerState); // 0x1a66ef0 [Final Native Static Public]
    void LoadConstructionSystemLevel(UObject* WorldContextObject, const FName& LevelName, bool bAbsolute, const FString& SaveSlotName, int32 UserIndex); // 0x1a66b80 [Final Native Static Public]
    void HandleConstructionSystemLevelLoad(UObject* WorldContextObject); // 0x1a66ab0 [Final Native Static Public]

// IConstructionSystemBuildUI (/Script/ConstructionSystemRuntime.ConstructionSystemBuildUI)
    void SetUIAsset(UConstructionSystemUIAsset* UIAsset); // 0x274f500 [Event Public]
    void SetConstructionSystem(UConstructionSystemComponent* ConstructionSystem); // 0x274f500 [Event Public]

// UControlRig (/Script/ControlRig.ControlRig)
    void SetInteractionRigClass(TSubclassOf<UControlRig> InInteractionRigClass); // 0x14a0ad0 [Final Native Public]
    void SetInteractionRig(UControlRig* InInteractionRig); // 0x14a0d40 [Final Native Public]
    TSubclassOf<UControlRig> GetInteractionRigClass(); // 0x14a0d20 [Final Native Public]
    UControlRig* GetInteractionRig(); // 0x14a0e20 [Final Native Public]

// UControlRigComponent (/Script/ControlRig.ControlRigComponent)
    void Update(float DeltaTime); // 0x14a66d0 [Final Native Public]
    void SetMappedElements(const TArray<void>& NewMappedElements); // 0x14a6430 [Final Native Public]
    void SetInitialSpaceTransform(const FName& SpaceName, const FTransform& InitialTransform, const EControlRigComponentSpace& Space); // 0x14a1df0 [Final Native Public]
    void SetInitialBoneTransform(const FName& BoneName, const FTransform& InitialTransform, const EControlRigComponentSpace& Space, bool bPropagateToChildren); // 0x14a4eb0 [Final Native Public]
    void SetControlVector2D(const FName& ControlName, const FVector2D& Value); // 0x14a3800 [Final Native Public]
    void SetControlTransform(const FName& ControlName, const FTransform& Value, const EControlRigComponentSpace& Space); // 0x14a2b00 [Final Native Public]
    void SetControlScale(const FName& ControlName, const FVector& Value, const EControlRigComponentSpace& Space); // 0x14a2dd0 [Final Native Public]
    void SetControlRotator(const FName& ControlName, const FRotator& Value, const EControlRigComponentSpace& Space); // 0x14a31c0 [Final Native Public]
    void SetControlPosition(const FName& ControlName, const FVector& Value, const EControlRigComponentSpace& Space); // 0x14a33b0 [Final Native Public]
    void SetControlOffset(const FName& ControlName, const FTransform& OffsetTransform, const EControlRigComponentSpace& Space); // 0x14a25f0 [Final Native Public]
    void SetControlInt(const FName& ControlName, int32 Value); // 0x14a3a20 [Final Native Public]
    void SetControlFloat(const FName& ControlName, float Value); // 0x14a3c30 [Final Native Public]
    void SetControlBool(const FName& ControlName, bool Value); // 0x14a3e50 [Final Native Public]
    void SetBoneTransform(const FName& BoneName, const FTransform& Transform, const EControlRigComponentSpace& Space, float Weight, bool bPropagateToChildren); // 0x14a5180 [Final Native Public]
    void SetBoneInitialTransformsFromSkeletalMesh(USkeletalMesh* InSkeletalMesh); // 0x14a5d50 [Final Native Public]
    void OnPreUpdate(UControlRigComponent* Component); // 0x14a68a0 [Native Event Public]
    void OnPreSetup(UControlRigComponent* Component); // 0x14a6a60 [Native Event Public]
    void OnPostUpdate(UControlRigComponent* Component); // 0x14a67c0 [Native Event Public]
    void OnPostSetup(UControlRigComponent* Component); // 0x14a6980 [Native Event Public]
    void OnPostInitialize(UControlRigComponent* Component); // 0x14a6b40 [Native Event Public]
    void Initialize(); // 0x14a67a0 [Final Native Public]
    FTransform GetSpaceTransform(const FName& SpaceName, const EControlRigComponentSpace& Space); // 0x14a2320 [Final Native Public]
    FTransform GetInitialSpaceTransform(const FName& SpaceName, const EControlRigComponentSpace& Space); // 0x14a2050 [Final Native Public]
    FTransform GetInitialBoneTransform(const FName& BoneName, const EControlRigComponentSpace& Space); // 0x14a54f0 [Final Native Public]
    TArray<void> GetElementNames(const ERigElementType& ElementType); // 0x14a5c30 [Final Native Public]
    FVector2D GetControlVector2D(const FName& ControlName); // 0x14a4a20 [Final Native Public]
    FTransform GetControlTransform(const FName& ControlName, const EControlRigComponentSpace& Space); // 0x14a4060 [Final Native Public]
    FVector GetControlScale(const FName& ControlName, const EControlRigComponentSpace& Space); // 0x14a4290 [Final Native Public]
    FRotator GetControlRotator(const FName& ControlName, const EControlRigComponentSpace& Space); // 0x14a4510 [Final Native Public]
    UControlRig* GetControlRig(); // 0x14a6c60 [Final Native Public]
    FVector GetControlPosition(const FName& ControlName, const EControlRigComponentSpace& Space); // 0x14a4780 [Final Native Public]
    FTransform GetControlOffset(const FName& ControlName, const EControlRigComponentSpace& Space); // 0x14a28f0 [Final Native Public]
    int32 GetControlInt(const FName& ControlName); // 0x14a4b50 [Final Native Public]
    float GetControlFloat(const FName& ControlName); // 0x14a4c80 [Final Native Public]
    bool GetControlBool(const FName& ControlName); // 0x14a4da0 [Final Native Public]
    FTransform GetBoneTransform(const FName& BoneName, const EControlRigComponentSpace& Space); // 0x14a57a0 [Final Native Public]
    float GetAbsoluteTime(); // 0x14a6c20 [Final Native Public]
    bool DoesElementExist(const FName& Name, const ERigElementType& ElementType); // 0x14a5ac0 [Final Native Public]
    void ClearMappedElements(); // 0x14a65e0 [Final Native Public]
    void AddMappedSkeletalMesh(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<TArray<void>>& Bones, const TArray<void>& Curves); // 0x14a5f40 [Final Native Public]
    void AddMappedElements(const TArray<void>& NewMappedElements); // 0x14a62f0 [Final Native Public]
    void AddMappedComponents(const TArray<void>& Components); // 0x14a61c0 [Final Native Public]
    void AddMappedCompleteSkeletalMesh(USkeletalMeshComponent* SkeletalMeshComponent); // 0x14a5e40 [Final Native Public]

// AControlRigControlActor (/Script/ControlRig.ControlRigControlActor)
    void Refresh(); // 0x14aa0a0 [Final Native Public]
    void Clear(); // 0x14aa0c0 [Final Native Public]

// AControlRigGizmoActor (/Script/ControlRig.ControlRigGizmoActor)
    void SetSelected(bool bInSelected); // 0x14ab2a0 [Native Public]
    void SetSelectable(bool bInSelectable); // 0x14ab190 [Native Public]
    void SetHovered(bool bInHovered); // 0x14ab0b0 [Native Public]
    void SetGlobalTransform(FTransform& InTransform); // 0x14aaf40 [Final Native Public]
    void SetEnabled(bool bInEnabled); // 0x14ab3b0 [Native Public]
    void OnTransformChanged(FTransform& NewTransform); // 0x274f500 [Event Public]
    void OnSelectionChanged(bool bIsSelected); // 0x274f500 [Event Public]
    void OnManipulatingChanged(bool bIsManipulating); // 0x274f500 [Event Public]
    void OnHoveredChanged(bool bIsSelected); // 0x274f500 [Event Public]
    void OnEnabledChanged(bool bIsEnabled); // 0x274f500 [Event Public]
    bool IsSelectedInEditor(); // 0x14ab270 [Native Public]
    bool IsHovered(); // 0x14ab080 [Native Public]
    bool IsEnabled(); // 0x14ab380 [Native Public]
    FTransform GetGlobalTransform(); // 0x14aaec0 [Final Native Public]

// UObject (/Script/CoreUObject.Object)
    void ExecuteUbergraph(int32 EntryPoint); // 0x274f500 [Event Public]

// UCustomMeshComponent (/Script/CustomMeshComponent.CustomMeshComponent)
    bool SetCustomMeshTriangles(const TArray<bool>& Triangles); // 0x1b09960 [Final Native Public]
    void ClearCustomMeshTriangles(); // 0x1b097b0 [Final Native Public]
    void AddCustomMeshTriangles(const TArray<void>& Triangles); // 0x1b09810 [Final Native Public]

// UDLSSLibrary (/Script/DLSSBlueprint.DLSSLibrary)
    void SetDLSSSharpness(float Sharpness); // 0x1848560 [Final Native Static Public]
    void SetDLSSMode(const UDLSSMode& DLSSMode); // 0x1848660 [Final Native Static Public]
    UDLSSSupport QueryDLSSSupport(); // 0x18499f0 [Final Native Static Public]
    UDLSSSupport QueryDLSSRRSupport(); // 0x18499b0 [Final Native Static Public]
    bool IsDLSSSupported(); // 0x1849a80 [Final Native Static Public]
    bool IsDLSSRRSupported(); // 0x1849a30 [Final Native Static Public]
    bool IsDLSSRREnabled(); // 0x1849340 [Final Native Static Public]
    bool IsDLSSModeSupported(const UDLSSMode& DLSSMode); // 0x1849050 [Final Native Static Public]
    bool IsDLSSEnabled(); // 0x1849440 [Final Native Static Public]
    bool IsDLAAEnabled(); // 0x1849120 [Final Native Static Public]
    TArray<void> GetSupportedDLSSModes(); // 0x1848f20 [Final Native Static Public]
    float GetDLSSSharpness(); // 0x1848530 [Final Native Static Public]
    void GetDLSSScreenPercentageRange(const float& MinScreenPercentage, const float& MaxScreenPercentage); // 0x1848720 [Final Native Static Public]
    void GetDLSSRRMinimumDriverVersion(const int32& MinDriverVersionMajor, const int32& MinDriverVersionMinor); // 0x18496b0 [Final Native Static Public]
    void GetDLSSModeInformation(const UDLSSMode& DLSSMode, const FVector2D& ScreenResolution, const bool& bIsSupported, const float& OptimalScreenPercentage, const bool& bIsFixedScreenPercentage, const float& MinScreenPercentage, const float& MaxScreenPercentage, const float& OptimalSharpness); // 0x18488f0 [Final Native Static Public]
    UDLSSMode GetDLSSMode(); // 0x1848630 [Final Native Static Public]
    void GetDLSSMinimumDriverVersion(const int32& MinDriverVersionMajor, const int32& MinDriverVersionMinor); // 0x1849830 [Final Native Static Public]
    UDLSSMode GetDefaultDLSSMode(); // 0x18484d0 [Final Native Static Public]
    void EnableDLSSRR(bool bEnabled); // 0x1849370 [Final Native Static Public]
    void EnableDLSS(bool bEnabled); // 0x1849470 [Final Native Static Public]
    void EnableDLAA(bool bEnabled); // 0x1849270 [Final Native Static Public]

// UDataRegistrySubsystem (/Script/DataRegistry.DataRegistrySubsystem)
    bool NotEqual_DataRegistryType(const FDataRegistryType& A, const FDataRegistryType& B); // 0xfc5430 [Final Native Static Public]
    bool NotEqual_DataRegistryId(const FDataRegistryId& A, const FDataRegistryId& B); // 0xfc4ec0 [Final Native Static Public]
    bool IsValidDataRegistryType(const FDataRegistryType& DataRegistryType); // 0xfc5820 [Final Native Static Public]
    bool IsValidDataRegistryId(const FDataRegistryId& DataRegistryId); // 0xfc5320 [Final Native Static Public]
    bool GetCachedItemFromLookupBP(const FDataRegistryId& ItemId, FDataRegistryLookup& ResolvedLookup, FTableRowBase& OutItem); // 0xfbbea0 [Final Native Static Public]
    bool GetCachedItemBP(const FDataRegistryId& ItemId, FTableRowBase& OutItem); // 0xfbb810 [Final Native Static Public]
    void FindCachedItemBP(const FDataRegistryId& ItemId, const EDataRegistrySubsystemGetItemResult& OutResult, FTableRowBase& OutItem); // 0xfbbb30 [Final Native Static Public]
    void EvaluateDataRegistryCurve(const FDataRegistryId& ItemId, float InputValue, float DefaultValue, const EDataRegistrySubsystemGetItemResult& OutResult, const float& OutValue); // 0xfc5920 [Final Native Static Public]
    bool EqualEqual_DataRegistryType(const FDataRegistryType& A, const FDataRegistryType& B); // 0xfc5580 [Final Native Static Public]
    bool EqualEqual_DataRegistryId(const FDataRegistryId& A, const FDataRegistryId& B); // 0xfc5050 [Final Native Static Public]
    FString Conv_DataRegistryTypeToString(const FDataRegistryType& DataRegistryType); // 0xfc56d0 [Final Native Static Public]
    FString Conv_DataRegistryIdToString(const FDataRegistryId& DataRegistryId); // 0xfc51e0 [Final Native Static Public]
    bool AcquireItemBP(const FDataRegistryId& ItemId, const FScriptDelegate& AcquireCallback); // 0xfc5cf0 [Final Native Static Public]

// UDialogueEvents (/Script/DialoguePlugin.DialogueEvents)
    void ReceiveEventTriggered(APlayerController* ConsideringPlayer, AActor* NPCActor, bool bImmediate); // 0x154f240 [Native Event Public]

// UDialogueConditions (/Script/DialoguePlugin.DialogueConditions)
    bool IsConditionMet_Internal(APlayerController* ConsideringPlayer, AActor* NPCActor); // 0x154f4d0 [Native Public]
    bool IsConditionMet(APlayerController* ConsideringPlayer, AActor* NPCActor); // 0x154f640 [Native Event Public]

// UDialogue (/Script/DialoguePlugin.Dialogue)
    TArray<void> GetNextNodes(const FDialogueNode& Node); // 0x154fbc0 [Final Native Public]
    FDialogueNode GetFirstNode(); // 0x1550240 [Final Native Public]
    void CleanOuter(); // 0x154f8e0 [Final Native Public]
    void CallFunctionByName(UObject* Object, const FString& FunctionName); // 0x154f9e0 [Final Native Static Public]
    void AssignPersistentOuter(UGameInstance* inGameInstance); // 0x154f900 [Final Native Public]

// UDialogueUserWidget (/Script/DialoguePlugin.DialogueUserWidget)
    bool RunStringReplacer(const FString& originalString, const FString& resultString); // 0x1550b60 [Final Native Public]
    void RunEventsForNode(const FDialogueNode& Node, bool bImmediate); // 0x1550d30 [Native Event Public]
    FText ReplaceVarStrings(FText& InText); // 0x274f500 [Event Public]
    bool IsConditionsMetForNode(const FDialogueNode& Node); // 0x1551150 [Native Event Public]
    TArray<void> FindVarStrings(const FText& InText); // 0x15509d0 [Final Native Public]

// UEBBarrel (/Script/EasyBallistics.EBBarrel)
    void UnloadChambered(bool ManualCharge); // 0xe93870 [Native Event Public]
    void SwitchFireMode(const EFireMode& NewFireMode); // 0xe93770 [Native Event Public]
    void ShotFiredMulticast(const TArray<void>& SpawnedBullets); // 0xe90e30 [Final Native Event Private]
    void ShotFired__DelegateSignature(const TArray<void>& SpawnedBullets); // 0x274f500 [Public]
    void ShootRepCSA(bool Trigger, const FVector_NetQuantize& NewLocation, const FVector_NetQuantizeNormal& NewAim); // 0xe90f20 [Final Native Event Private]
    void ShootRep(bool Trigger); // 0xe91180 [Final Native Event Private]
    void Shoot(bool Trigger); // 0xe93580 [Final Native Public]
    void SetAmmo(int32 Count, bool UnloadChambered, bool CancelShooting, bool ManualCharge, const TArray<void>& NewAmmo); // 0xe939e0 [Final Native Public]
    void ReadyToShoot__DelegateSignature(); // 0x274f500 [Public]
    void PredictHitFromLocation(const bool& Hit, const FVector& HitLocation, const float& HitTime, const AActor*& HitActor, const TArray<TSubclassOf<AEBBullet>>& Trajectory, TSubclassOf<AEBBullet> BulletClass, const FVector& StartLocation, const FVector& AimDirection, const TArray<float>& IgnoredActors, float MaxTime, float Step); // 0xe92740 [Final Native Public]
    void PredictHit(const bool& Hit, const FVector& HitLocation, const float& HitTime, const AActor*& HitActor, const TArray<TSubclassOf<AEBBullet>>& Trajectory, TSubclassOf<AEBBullet> BulletClass, const TArray<float>& IgnoredActors, float MaxTime, float Step); // 0xe92e70 [Final Native Public]
    void NextBullet(); // 0xe93f50 [Final Native Public]
    void InitialBulletTransform(const FVector& InLocation, const FVector& InDirection, const FVector& OutLocation, const FVector& OutDirection); // 0xe91680 [Native Event Public]
    int32 GetAmmoCount(bool CountChambered); // 0xe93e60 [Final Native Public]
    TArray<void> GetAmmo(bool CountChambered); // 0xe93d30 [Final Native Public]
    void GatlingSpool(bool Spool); // 0xe93660 [Native Event Public]
    void ClientAim(const FVector_NetQuantize& NewLocation, const FVector_NetQuantizeNormal& NewAim); // 0xe91290 [Final Native Event Private]
    void Charge(); // 0xe93980 [Native Event Public]
    void CalculateAimDirectionFromLocation(TSubclassOf<AEBBullet> BulletClass, const FVector& StartLocation, const FVector& TargetLocation, const FVector& TargetVelocity, const FVector& AimDirection, const FVector& PredictedTargetLocation, const FVector& PredictedIntersectionLocation, const float& PredictedFlightTime, const float& Error, float MaxTime, float Step, int32 NumIterations); // 0xe91930 [Final Native Public]
    void CalculateAimDirection(TSubclassOf<AEBBullet> BulletClass, const FVector& TargetLocation, const FVector& TargetVelocity, const FVector& AimDirection, const FVector& PredictedTargetLocation, const FVector& PredictedIntersectionLocation, const float& PredictedFlightTime, const float& Error, float MaxTime, float Step, int32 NumIterations); // 0xe92070 [Final Native Public]
    void BeforeShotFired__DelegateSignature(); // 0x274f500 [Public]
    void ApplyRecoil(UPrimitiveComponent* Component, const FVector& InLocation, const FVector& Impulse); // 0xe91460 [Native Event Public]
    void AmmoDepleted__DelegateSignature(); // 0x274f500 [Public]

// AEBBullet (/Script/EasyBallistics.EBBullet)
    void VelocityChangeBroadcastReliable(const FVector_NetQuantize& NewLocation, const FVector& NewVelocity); // 0xe971e0 [Native Event Public]
    void VelocityChangeBroadcast(const FVector_NetQuantize& NewLocation, const FVector& NewVelocity); // 0xe97360 [Native Event Public]
    FVector UpdateVelocity(UWorld* World, const FVector& Location, const FVector& PreviousVelocity, float DeltaTime); // 0xe95c80 [Native Event Public]
    TArray<void> SpawnWithExactVelocity(TSubclassOf<AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, const FVector& BulletLocation, const FVector& BulletVelocity, bool bShotgun, int32 InShotCount, float ShotgunSpread, float ShotgunVelocitySpread); // 0xe97a70 [Final Native Static Public]
    TArray<void> Spawn(TSubclassOf<AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, const FVector& BulletLocation, const FVector& BulletVelocity, bool bShotgun, int32 InShotCount, float ShotgunSpread, float ShotgunVelocitySpread); // 0xe974e0 [Final Native Static Public]
    void SetShotgunBulletVelocity(int32 ShotIndex, const FVector& InitialVelocity, const FVector& SpawnVelocity, const FVector& OutVelocity); // 0xe94cc0 [Native Event Protected]
    void ReactivationBroadcast(const FVector_NetQuantize& NewLocation, const FVector& NewVelocity, AActor* BulletOwner, APawn* BulletInstigator); // 0xe95360 [Native Event Public]
    void OnTrajectoryUpdateReceived(const FVector& Location, const FVector& OldVelocity, const FVector& NewVelocity); // 0x274f500 [Event Public]
    void OnNetPredictedImpact(bool Ricochet, bool PassedThrough, const FVector& Location, const FVector& IncomingVelocity, const FVector& Normal, const FVector& ExitLocation, const FVector& ExitVelocity, const FVector& Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, const FName& BoneName, UPhysicalMaterial* PhysMaterial, const FHitResult& HitResult); // 0xe95f80 [Native Event Public]
    void OnDeactivated(); // 0xe95f60 [Native Event Public]
    void K2_OnTrace(const FVector& StartLocation, const FVector& EndLocation); // 0x274f500 [Event Public]
    void K2_OnImpact(bool Ricochet, bool PassedThrough, const FVector& Location, const FVector& IncomingVelocity, const FVector& Normal, const FVector& ExitLocation, const FVector& ExitVelocity, const FVector& Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, const FName& BoneName, UPhysicalMaterial* PhysMaterial, const FHitResult& HitResult); // 0xe968b0 [Native Event Public]
    FVector GetWind(UWorld* World, const FVector& Location); // 0xe95ae0 [Native Event Public]
    float GetSpeedOfSound(UWorld* World, const FVector& Location); // 0xe957c0 [Native Event Public]
    void GetShotgunBulletSpawnParameters(int32 ShotIndex, FTransform& DefaultTransform, const FVector& DefaultVelocity, FTransform& TargetTransform, const FVector& TargetVelocity); // 0xe94f50 [Native Event Protected]
    float GetAirDensity(UWorld* World, const FVector& Location); // 0xe95950 [Native Event Public]
    void DeactivationBroadcast(); // 0xe95340 [Native Event Public]
    void Deactivate(); // 0xe95620 [Final Native Public]
    bool CollisionFilter(const FHitResult& HitResult); // 0xe95640 [Native Event Public]

// UEditableMesh (/Script/EditableMesh.EditableMesh)
    void WeldVertices(const TArray<FVertexID>& VertexIDs, FVertexID& OutNewVertexID); // 0x1b66a80 [Final Native Public]
    void TryToRemoveVertex(const FVertexID& VertexID, const bool& bOutWasVertexRemoved, FEdgeID& OutNewEdgeID); // 0x1b68870 [Final Native Public]
    void TryToRemovePolygonEdge(const FEdgeID& EdgeID, const bool& bOutWasEdgeRemoved, FPolygonID& OutNewPolygonID); // 0x1b68a70 [Final Native Public]
    void TriangulatePolygons(const TArray<TArray<void>>& PolygonIDs, const TArray<void>& OutNewTrianglePolygons); // 0x1b67080 [Final Native Public]
    void TessellatePolygons(const TArray<ETriangleTessellationMode>& PolygonIDs, const ETriangleTessellationMode& TriangleTessellationMode, const TArray<void>& OutNewPolygonIDs); // 0x1b66860 [Final Native Public]
    void StartModification(const EMeshModificationType& MeshModificationType, const EMeshTopologyChange& MeshTopologyChange); // 0x1b70760 [Final Native Public]
    void SplitPolygons(const TArray<TArray<void>>& PolygonsToSplit, const TArray<void>& OutNewEdgeIDs); // 0x1b6a9f0 [Final Native Public]
    void SplitPolygonalMesh(const FPlane& InPlane, const TArray<TArray<TArray<void>>>& PolygonIDs1, const TArray<TArray<void>>& PolygonIDs2, const TArray<void>& BoundaryIDs); // 0x1b662b0 [Final Native Public]
    void SplitEdge(const FEdgeID& EdgeID, const TArray<TArray<void>>& Splits, const TArray<void>& OutNewVertexIDs); // 0x1b6adf0 [Final Native Public]
    void SetVerticesCornerSharpness(const TArray<TArray<void>>& VertexIDs, const TArray<void>& VerticesNewCornerSharpness); // 0x1b67810 [Final Native Public]
    void SetVerticesAttributes(const TArray<void>& AttributesForVertices); // 0x1b69160 [Final Native Public]
    void SetVertexInstancesAttributes(const TArray<void>& AttributesForVertexInstances); // 0x1b69040 [Final Native Public]
    void SetTextureCoordinateCount(int32 NumTexCoords); // 0x1b66780 [Final Native Public]
    void SetSubdivisionCount(int32 NewSubdivisionCount); // 0x1b6b270 [Final Native Public]
    void SetPolygonsVertexAttributes(const TArray<void>& VertexAttributesForPolygons); // 0x1b68d90 [Final Native Public]
    void SetEdgesHardnessAutomatically(const TArray<float>& EdgeIDs, float MaxDotProductForSoftEdge); // 0x1b67320 [Final Native Public]
    void SetEdgesHardness(const TArray<TArray<void>>& EdgeIDs, const TArray<void>& EdgesNewIsHard); // 0x1b674b0 [Final Native Public]
    void SetEdgesCreaseSharpness(const TArray<TArray<void>>& EdgeIDs, const TArray<void>& EdgesNewCreaseSharpness); // 0x1b67660 [Final Native Public]
    void SetEdgesAttributes(const TArray<void>& AttributesForEdges); // 0x1b68f20 [Final Native Public]
    void SetAllowUndo(bool bInAllowUndo); // 0x1b6e700 [Final Native Public]
    void SetAllowSpatialDatabase(bool bInAllowSpatialDatabase); // 0x1b6e5e0 [Final Native Public]
    void SetAllowCompact(bool bInAllowCompact); // 0x1b6e4a0 [Final Native Public]
    void SearchSpatialDatabaseForPolygonsPotentiallyIntersectingPlane(const FPlane& InPlane, const TArray<void>& OutPolygons); // 0x1b6b3a0 [Final Native Public]
    void SearchSpatialDatabaseForPolygonsPotentiallyIntersectingLineSegment(const FVector& LineSegmentStart, const FVector& LineSegmentEnd, const TArray<void>& OutPolygons); // 0x1b6b710 [Final Native Public]
    void SearchSpatialDatabaseForPolygonsInVolume(const TArray<TArray<void>>& Planes, const TArray<void>& OutPolygons); // 0x1b6b540 [Final Native Public]
    UEditableMesh* RevertInstance(); // 0x13c5b50 [Final Native Public]
    void Revert(); // 0xf824b0 [Final Native Public]
    void RebuildRenderMesh(); // 0x1b708c0 [Final Native Public]
    void QuadrangulateMesh(const TArray<void>& OutNewPolygonIDs); // 0x1b66690 [Final Native Public]
    void PropagateInstanceChanges(); // 0xf824b0 [Final Native Public]
    void MoveVertices(const TArray<void>& VerticesToMove); // 0x1b6b180 [Final Native Public]
    FVertexID MakeVertexID(int32 VertexIndex); // 0x1b6e350 [Final Native Static Public]
    FPolygonID MakePolygonID(int32 PolygonIndex); // 0x1b6e350 [Final Native Static Public]
    FPolygonGroupID MakePolygonGroupID(int32 PolygonGroupIndex); // 0x1b6e350 [Final Native Static Public]
    FEdgeID MakeEdgeID(int32 EdgeIndex); // 0x1b6e350 [Final Native Static Public]
    bool IsValidVertex(const FVertexID& VertexID); // 0x1b70270 [Final Native Public]
    bool IsValidPolygonGroup(const FPolygonGroupID& PolygonGroupID); // 0x1b6f2a0 [Final Native Public]
    bool IsValidPolygon(const FPolygonID& PolygonID); // 0x1b6eec0 [Final Native Public]
    bool IsValidEdge(const FEdgeID& EdgeID); // 0x1b6f7d0 [Final Native Public]
    bool IsUndoAllowed(); // 0x1b6e7e0 [Final Native Public]
    bool IsSpatialDatabaseAllowed(); // 0x1b6e6e0 [Final Native Public]
    bool IsPreviewingSubdivisions(); // 0x1b6e2a0 [Final Native Public]
    bool IsOrphanedVertex(const FVertexID& VertexID); // 0x1b70140 [Final Native Public]
    bool IsCompactAllowed(); // 0x1b6e580 [Final Native Public]
    bool IsCommittedAsInstance(); // 0x1b70560 [Final Native Public]
    bool IsCommitted(); // 0x1b705f0 [Final Native Public]
    bool IsBeingModified(); // 0x16365d0 [Native Public]
    FVertexID InvalidVertexID(); // 0x1b6e480 [Final Native Static Public]
    FPolygonID InvalidPolygonID(); // 0x1b6e420 [Final Native Static Public]
    FPolygonGroupID InvalidPolygonGroupID(); // 0x1b6e440 [Final Native Static Public]
    FEdgeID InvalidEdgeID(); // 0x1b6e460 [Final Native Static Public]
    void InsetPolygons(const TArray<float>& PolygonIDs, float InsetFixedDistance, float InsetProgressTowardCenter, const EInsetPolygonsMode& Mode, const TArray<TArray<void>>& OutNewCenterPolygonIDs, const TArray<void>& OutNewSidePolygonIDs); // 0x1b67d10 [Final Native Public]
    void InsertEdgeLoop(const FEdgeID& EdgeID, const TArray<TArray<void>>& Splits, const TArray<void>& OutNewEdgeIDs); // 0x1b6abd0 [Final Native Public]
    void InitializeAdapters(); // 0x1b708e0 [Final Native Public]
    FEdgeID GetVertexPairEdge(const FVertexID& VertexID, const FVertexID& NextVertexID, const bool& bOutEdgeWindingIsReversed); // 0x1b6d940 [Final Native Public]
    FVertexID GetVertexInstanceVertex(const FVertexInstanceID& VertexInstanceID); // 0x1b6fda0 [Final Native Public]
    int32 GetVertexInstanceCount(); // 0x1b6fe90 [Final Native Public]
    void GetVertexInstanceConnectedPolygons(const FVertexInstanceID& VertexInstanceID, const TArray<void>& OutConnectedPolygonIDs); // 0x1b6dd00 [Final Native Public]
    int32 GetVertexInstanceConnectedPolygonCount(const FVertexInstanceID& VertexInstanceID); // 0x1b6fbb0 [Final Native Public]
    FPolygonID GetVertexInstanceConnectedPolygon(const FVertexInstanceID& VertexInstanceID, int32 ConnectedPolygonNumber); // 0x1b6f930 [Final Native Public]
    int32 GetVertexCount(); // 0x1b703a0 [Final Native Public]
    void GetVertexConnectedPolygons(const FVertexID& VertexID, const TArray<void>& OutConnectedPolygonIDs); // 0x1b6dfb0 [Final Native Public]
    void GetVertexConnectedEdges(const FVertexID& VertexID, const TArray<void>& OutConnectedEdgeIDs); // 0x1b6e120 [Final Native Public]
    int32 GetVertexConnectedEdgeCount(const FVertexID& VertexID); // 0x1b70050 [Final Native Public]
    FEdgeID GetVertexConnectedEdge(const FVertexID& VertexID, int32 ConnectedEdgeNumber); // 0x1b6fec0 [Final Native Public]
    void GetVertexAdjacentVertices(const FVertexID& VertexID, const TArray<void>& OutAdjacentVertexIDs); // 0x1b6db90 [Final Native Public]
    int32 GetTextureCoordinateCount(); // 0x1b6e2d0 [Final Native Public]
    FSubdivisionLimitData GetSubdivisionLimitData(); // 0x1b6bf10 [Final Native Public]
    int32 GetSubdivisionCount(); // 0x1a9b190 [Final Native Public]
    int32 GetPolygonTriangulatedTriangleCount(const FPolygonID& PolygonID); // 0x1b6e990 [Final Native Public]
    FTriangleID GetPolygonTriangulatedTriangle(const FPolygonID& PolygonID, int32 PolygonTriangleNumber); // 0x1b6e800 [Final Native Public]
    void GetPolygonPerimeterVertices(const FPolygonID& PolygonID, const TArray<void>& OutPolygonPerimeterVertexIDs); // 0x1b6d010 [Final Native Public]
    void GetPolygonPerimeterVertexInstances(const FPolygonID& PolygonID, const TArray<void>& OutPolygonPerimeterVertexInstanceIDs); // 0x1b6ce90 [Final Native Public]
    FVertexInstanceID GetPolygonPerimeterVertexInstance(const FPolygonID& PolygonID, int32 PolygonVertexNumber); // 0x1b6ea80 [Final Native Public]
    int32 GetPolygonPerimeterVertexCount(const FPolygonID& PolygonID); // 0x1b6d180 [Final Native Public]
    FVertexID GetPolygonPerimeterVertex(const FPolygonID& PolygonID, int32 PolygonVertexNumber); // 0x1b6ec10 [Final Native Public]
    void GetPolygonPerimeterEdges(const FPolygonID& PolygonID, const TArray<void>& OutPolygonPerimeterEdgeIDs); // 0x1b6cb20 [Final Native Public]
    int32 GetPolygonPerimeterEdgeCount(const FPolygonID& PolygonID); // 0x1b6d180 [Final Native Public]
    FEdgeID GetPolygonPerimeterEdge(const FPolygonID& PolygonID, int32 PerimeterEdgeNumber, const bool& bOutEdgeWindingIsReversedForPolygon); // 0x1b6cc90 [Final Native Public]
    FPolygonID GetPolygonInGroup(const FPolygonGroupID& PolygonGroupID, int32 PolygonNumber); // 0x1b6f020 [Final Native Public]
    int32 GetPolygonGroupCount(); // 0x1b6f3d0 [Final Native Public]
    int32 GetPolygonCountInGroup(const FPolygonGroupID& PolygonGroupID); // 0x1b6f1b0 [Final Native Public]
    int32 GetPolygonCount(); // 0x1b6eff0 [Final Native Public]
    void GetPolygonAdjacentPolygons(const FPolygonID& PolygonID, const TArray<void>& OutAdjacentPolygons); // 0x1b6c850 [Final Native Public]
    FPolygonGroupID GetGroupForPolygon(const FPolygonID& PolygonID); // 0x1b6edd0 [Final Native Public]
    FPolygonGroupID GetFirstValidPolygonGroup(); // 0x1b6e2f0 [Final Native Public]
    void GetEdgeVertices(const FEdgeID& EdgeID, FVertexID& OutEdgeVertexID0, FVertexID& OutEdgeVertexID1); // 0x1b6d720 [Final Native Public]
    FVertexID GetEdgeVertex(const FEdgeID& EdgeID, int32 EdgeVertexNumber); // 0x1b6f650 [Final Native Public]
    FEdgeID GetEdgeThatConnectsVertices(const FVertexID& VertexID0, const FVertexID& VertexID1); // 0x1b6d270 [Final Native Public]
    void GetEdgeLoopElements(const FEdgeID& EdgeID, const TArray<void>& EdgeLoopIDs); // 0x1b6d440 [Final Native Public]
    int32 GetEdgeCount(); // 0x1b6f900 [Final Native Public]
    void GetEdgeConnectedPolygons(const FEdgeID& EdgeID, const TArray<void>& OutConnectedPolygonIDs); // 0x1b6d5b0 [Final Native Public]
    int32 GetEdgeConnectedPolygonCount(const FEdgeID& EdgeID); // 0x1b6f570 [Final Native Public]
    FPolygonID GetEdgeConnectedPolygon(const FEdgeID& EdgeID, int32 ConnectedPolygonNumber); // 0x1b6f400 [Final Native Public]
    void GeneratePolygonTangentsAndNormals(const TArray<void>& PolygonIDs); // 0x1b665a0 [Final Native Public]
    void FlipPolygons(const TArray<void>& PolygonIDs); // 0x1b67230 [Final Native Public]
    int32 FindPolygonPerimeterVertexNumberForVertex(const FPolygonID& PolygonID, const FVertexID& VertexID); // 0x1b6c6f0 [Final Native Public]
    int32 FindPolygonPerimeterEdgeNumberForVertices(const FPolygonID& PolygonID, const FVertexID& EdgeVertexID0, const FVertexID& EdgeVertexID1); // 0x1b6c420 [Final Native Public]
    void FindPolygonLoop(const FEdgeID& EdgeID, const TArray<TArray<TArray<TArray<void>>>>& OutEdgeLoopEdgeIDs, const TArray<TArray<TArray<void>>>& OutFlippedEdgeIDs, const TArray<TArray<void>>& OutReversedEdgeIDPathToTake, const TArray<void>& OutPolygonIDsToSplit); // 0x1b6b9e0 [Final Native Public]
    void ExtrudePolygons(const TArray<float>& Polygons, float ExtrudeDistance, bool bKeepNeighborsTogether, const TArray<void>& OutNewExtrudedFrontPolygons); // 0x1b685b0 [Final Native Public]
    void ExtendVertices(const TArray<bool>& VertexIDs, bool bOnlyExtendClosestEdge, const FVector& ReferencePosition, const TArray<void>& OutNewExtendedVertexIDs); // 0x1b680e0 [Final Native Public]
    void ExtendEdges(const TArray<bool>& EdgeIDs, bool bWeldNeighbors, const TArray<void>& OutNewExtendedEdgeIDs); // 0x1b68390 [Final Native Public]
    void EndModification(bool bFromUndo); // 0x1b70680 [Final Native Public]
    void DeleteVertexInstances(const TArray<bool>& VertexInstanceIDsToDelete, bool bDeleteOrphanedVertices); // 0x1b6a110 [Final Native Public]
    void DeleteVertexAndConnectedEdgesAndPolygons(const FVertexID& VertexID, bool bDeleteOrphanedEdges, bool bDeleteOrphanedVertices, bool bDeleteOrphanedVertexInstances, bool bDeleteEmptyPolygonGroups); // 0x1b6a390 [Final Native Public]
    void DeletePolygons(const TArray<bool>& PolygonIDsToDelete, bool bDeleteOrphanedEdges, bool bDeleteOrphanedVertices, bool bDeleteOrphanedVertexInstances, bool bDeleteEmptyPolygonGroups); // 0x1b69280 [Final Native Public]
    void DeletePolygonGroups(const TArray<void>& PolygonGroupIDs); // 0x1b66db0 [Final Native Public]
    void DeleteOrphanVertices(const TArray<void>& VertexIDsToDelete); // 0x1b6a2a0 [Final Native Public]
    void DeleteEdges(const TArray<bool>& EdgeIDsToDelete, bool bDeleteOrphanedVertices); // 0x1b69f80 [Final Native Public]
    void DeleteEdgeAndConnectedPolygons(const FEdgeID& EdgeID, bool bDeleteOrphanedEdges, bool bDeleteOrphanedVertices, bool bDeleteOrphanedVertexInstances, bool bDeleteEmptyPolygonGroups); // 0x1b6a6c0 [Final Native Public]
    void CreateVertices(const TArray<TArray<void>>& VerticesToCreate, const TArray<void>& OutNewVertexIDs); // 0x1b69c30 [Final Native Public]
    void CreateVertexInstances(const TArray<TArray<void>>& VertexInstancesToCreate, const TArray<void>& OutNewVertexInstanceIDs); // 0x1b69a50 [Final Native Public]
    void CreatePolygons(const TArray<TArray<TArray<void>>>& PolygonsToCreate, const TArray<TArray<void>>& OutNewPolygonIDs, const TArray<void>& OutNewEdgeIDs); // 0x1b695f0 [Final Native Public]
    void CreatePolygonGroups(const TArray<TArray<void>>& PolygonGroupsToCreate, const TArray<void>& OutNewPolygonGroupIDs); // 0x1b66ea0 [Final Native Public]
    void CreateMissingPolygonPerimeterEdges(const FPolygonID& PolygonID, const TArray<void>& OutNewEdgeIDs); // 0x1b6b010 [Final Native Public]
    void CreateEmptyVertexRange(int32 NumVerticesToCreate, const TArray<void>& OutNewVertexIDs); // 0x1b69e10 [Final Native Public]
    void CreateEdges(const TArray<TArray<void>>& EdgesToCreate, const TArray<void>& OutNewEdgeIDs); // 0x1b69870 [Final Native Public]
    void ComputePolygonsSharedEdges(const TArray<TArray<void>>& PolygonIDs, const TArray<void>& OutSharedEdgeIDs); // 0x1b6bd60 [Final Native Public]
    FPlane ComputePolygonPlane(const FPolygonID& PolygonID); // 0x1b6c1a0 [Final Native Public]
    FVector ComputePolygonNormal(const FPolygonID& PolygonID); // 0x1b6c090 [Final Native Public]
    FVector ComputePolygonCenter(const FPolygonID& PolygonID); // 0x1b6c290 [Final Native Public]
    FBoxSphereBounds ComputeBoundingBoxAndSphere(); // 0x1b6c380 [Final Native Public]
    FBox ComputeBoundingBox(); // 0x1b6c3d0 [Final Native Public]
    UEditableMesh* CommitInstance(UPrimitiveComponent* ComponentToInstanceTo); // 0x1b703d0 [Final Native Public]
    void Commit(); // 0x1b704f0 [Final Native Public]
    void ChangePolygonsVertexInstances(const TArray<void>& VertexInstancesForPolygons); // 0x1b68c70 [Final Native Public]
    void BevelPolygons(const TArray<float>& PolygonIDs, float BevelFixedDistance, float BevelProgressTowardCenter, const TArray<TArray<void>>& OutNewCenterPolygonIDs, const TArray<void>& OutNewSidePolygonIDs); // 0x1b679c0 [Final Native Public]
    void AssignPolygonsToPolygonGroups(const TArray<bool>& PolygonGroupForPolygons, bool bDeleteOrphanedPolygonGroups); // 0x1b66c20 [Final Native Public]
    bool AnyChangesToUndo(); // 0x1b6e5a0 [Final Native Public]

// UEditableMeshFactory (/Script/EditableMesh.EditableMeshFactory)
    UEditableMesh* MakeEditableMesh(UPrimitiveComponent* PrimitiveComponent, int32 LODIndex); // 0x1b728a0 [Final Native Static Public]

// UActorComponent (/Script/Engine.ActorComponent)
    void ToggleActive(); // 0xf674d0 [Native Public]
    void SetTickGroup(uint8 NewTickGroup); // 0x4563740 [Final Native Public]
    void SetTickableWhenPaused(bool bTickableWhenPaused); // 0x4563cc0 [Final Native Public]
    void SetIsReplicated(bool ShouldReplicate); // 0x4563be0 [Final Native Public]
    void SetComponentTickIntervalAndCooldown(float TickInterval); // 0x4563930 [Final Native Public]
    void SetComponentTickInterval(float TickInterval); // 0x4563a00 [Final Native Public]
    void SetComponentTickEnabled(bool bEnabled); // 0x4563b00 [Native Public]
    void SetAutoActivate(bool bNewAutoActivate); // 0x4560cf0 [Native Public]
    void SetActive(bool bNewActive, bool bReset); // 0x4563dd0 [Native Public]
    void RemoveTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent); // 0x45633c0 [Native Public]
    void RemoveTickPrerequisiteActor(AActor* PrerequisiteActor); // 0x45634a0 [Native Public]
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void ReceiveEndPlay(uint8 EndPlayReason); // 0x274f500 [Event Public]
    void ReceiveBeginPlay(); // 0x274f500 [Event Public]
    void OnRep_IsActive(); // 0x15e0eb0 [Native Public]
    void K2_DestroyComponent(UObject* Object); // 0x4563810 [Final Native Public]
    bool IsComponentTickEnabled(); // 0x4563ad0 [Native Public]
    bool IsBeingDestroyed(); // 0x4564070 [Final Native Public]
    bool IsActive(); // 0x4563da0 [Final Native Public]
    AActor* GetOwner(); // 0x36387f0 [Final Native Public]
    float GetComponentTickInterval(); // 0x4563910 [Final Native Public]
    void Deactivate(); // 0x15e0ff0 [Native Public]
    bool ComponentHasTag(const FName& Tag); // 0x4563f50 [Final Native Public]
    void AddTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent); // 0x4563580 [Native Public]
    void AddTickPrerequisiteActor(AActor* PrerequisiteActor); // 0x4563660 [Native Public]
    void Activate(bool bReset); // 0x3bde160 [Native Public]

// USceneComponent (/Script/Engine.SceneComponent)
    void ToggleVisibility(bool bPropagateToChildren); // 0x47254e0 [Final Native Public]
    bool SnapTo(USceneComponent* InParent, const FName& InSocketName); // 0x47261d0 [Final Native Public]
    void SetWorldScale3D(const FVector& NewScale); // 0x4728140 [Final Native Public]
    void SetVisibility(bool bNewVisibility, bool bPropagateToChildren); // 0x47255d0 [Final Native Public]
    void SetShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume); // 0x472a120 [Final Native Public]
    void SetRelativeScale3D(const FVector& NewScale3D); // 0x47295c0 [Final Native Public]
    void SetMobility(uint8 NewMobility); // 0x4724930 [Native Public]
    void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren); // 0x4725360 [Final Native Public]
    void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale); // 0x4724d60 [Final Native Public]
    void ResetRelativeTransform(); // 0x47296a0 [Final Native Public]
    void OnRep_Visibility(bool OldValue); // 0x4729fb0 [Final Native Private]
    void OnRep_Transform(); // 0x472a100 [Final Native Private]
    void OnRep_AttachSocketName(); // 0x472a0c0 [Final Native Private]
    void OnRep_AttachParent(); // 0x472a0c0 [Final Native Private]
    void OnRep_AttachChildren(); // 0x472a0e0 [Final Native Private]
    void K2_SetWorldTransform(FTransform& NewTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4727e20 [Final Native Public]
    void K2_SetWorldRotation(const FRotator& NewRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4728220 [Final Native Public]
    void K2_SetWorldLocationAndRotation(const FVector& NewLocation, const FRotator& NewRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4724a00 [Final Native Public]
    void K2_SetWorldLocation(const FVector& NewLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x47284e0 [Final Native Public]
    void K2_SetRelativeTransform(FTransform& NewTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4729710 [Final Native Public]
    void K2_SetRelativeRotation(const FRotator& NewRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4729a30 [Final Native Public]
    void K2_SetRelativeLocationAndRotation(const FVector& NewLocation, const FRotator& NewRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4724f90 [Final Native Public]
    void K2_SetRelativeLocation(const FVector& NewLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4729cf0 [Final Native Public]
    FTransform K2_GetComponentToWorld(); // 0x4726f50 [Final Native Public]
    FVector K2_GetComponentScale(); // 0x4726f90 [Final Native Public]
    FRotator K2_GetComponentRotation(); // 0x4726fe0 [Final Native Public]
    FVector K2_GetComponentLocation(); // 0x4727070 [Final Native Public]
    void K2_DetachFromComponent(const EDetachmentRule& LocationRule, const EDetachmentRule& RotationRule, const EDetachmentRule& ScaleRule, bool bCallModify); // 0x4725dc0 [Final Native Public]
    bool K2_AttachToComponent(USceneComponent* Parent, const FName& SocketName, const EAttachmentRule& LocationRule, const EAttachmentRule& RotationRule, const EAttachmentRule& ScaleRule, bool bWeldSimulatedBodies); // 0x4726340 [Final Native Public]
    bool K2_AttachTo(USceneComponent* InParent, const FName& InSocketName, uint8 AttachType, bool bWeldSimulatedBodies); // 0x47266d0 [Final Native Public]
    void K2_AddWorldTransformKeepScale(FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x47270c0 [Final Native Public]
    void K2_AddWorldTransform(FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x47274b0 [Final Native Public]
    void K2_AddWorldRotation(const FRotator& DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4727870 [Final Native Public]
    void K2_AddWorldOffset(const FVector& DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4727b30 [Final Native Public]
    void K2_AddRelativeRotation(const FRotator& DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4729040 [Final Native Public]
    void K2_AddRelativeLocation(const FVector& DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4729300 [Final Native Public]
    void K2_AddLocalTransform(FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x47287a0 [Final Native Public]
    void K2_AddLocalRotation(const FRotator& DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4728ac0 [Final Native Public]
    void K2_AddLocalOffset(const FVector& DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4728d80 [Final Native Public]
    bool IsVisible(); // 0x4725750 [Native Public]
    bool IsSimulatingPhysics(const FName& BoneName); // 0x4726d20 [Native Public]
    bool IsAnySimulatingPhysics(); // 0x4726cf0 [Native Public]
    FVector GetUpVector(); // 0x4726eb0 [Final Native Public]
    FTransform GetSocketTransform(const FName& InSocketName, uint8 TransformSpace); // 0x4725bb0 [Native Public]
    FRotator GetSocketRotation(const FName& InSocketName); // 0x47259b0 [Native Public]
    FQuat GetSocketQuaternion(const FName& InSocketName); // 0x47258b0 [Native Public]
    FVector GetSocketLocation(const FName& InSocketName); // 0x4725ab0 [Native Public]
    bool GetShouldUpdatePhysicsVolume(); // 0x472a230 [Final Native Public]
    FVector GetRightVector(); // 0x4726e10 [Final Native Public]
    FTransform GetRelativeTransform(); // 0x47296c0 [Final Native Public]
    APhysicsVolume* GetPhysicsVolume(); // 0x47252f0 [Final Native Public]
    void GetParentComponents(const TArray<void>& Parents); // 0x4726c00 [Final Native Public]
    int32 GetNumChildrenComponents(); // 0x363e1a0 [Final Native Public]
    FVector GetForwardVector(); // 0x46f18d0 [Final Native Public]
    FVector GetComponentVelocity(); // 0x4725780 [Native Public]
    void GetChildrenComponents(bool bIncludeAllDescendants, const TArray<void>& Children); // 0x4726980 [Final Native Public]
    USceneComponent* GetChildComponent(int32 ChildIndex); // 0x4726af0 [Final Native Public]
    FName GetAttachSocketName(); // 0x1a7a190 [Final Native Public]
    USceneComponent* GetAttachParent(); // 0x363ce10 [Final Native Public]
    TArray<void> GetAllSocketNames(); // 0x4725d40 [Final Native Public]
    bool DoesSocketExist(const FName& InSocketName); // 0x47257c0 [Native Public]
    void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify); // 0x4726050 [Native Public]

// UPrimitiveComponent (/Script/Engine.PrimitiveComponent)
    bool WasRecentlyRendered(float Tolerance); // 0x4716060 [Final Native Public]
    void WakeRigidBody(const FName& BoneName); // 0x4710370 [Native Public]
    void WakeAllRigidBodies(); // 0x470ce20 [Native Public]
    void SetWalkableSlopeOverride(FWalkableSlopeOverride& NewOverride); // 0x47136a0 [Native Public]
    void SetVisibleInSceneCaptureOnly(bool bValue); // 0x470d6a0 [Final Native Public]
    void SetUseCCD(bool InUseCCD, const FName& BoneName); // 0x470c290 [Native Public]
    void SetTranslucentSortPriority(int32 NewTranslucentSortPriority); // 0x470f780 [Final Native Public]
    void SetTranslucencySortDistanceOffset(float NewTranslucencySortDistanceOffset); // 0x470f690 [Final Native Public]
    void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights); // 0x470f860 [Final Native Public]
    void SetSimulatePhysics(bool bSimulate); // 0x47135c0 [Native Public]
    void SetRenderInMainPass(bool bValue); // 0x470d7a0 [Final Native Public]
    void SetRenderCustomDepth(bool bValue); // 0x470da50 [Final Native Public]
    void SetReceivesDecals(bool bNewReceivesDecals); // 0x470f590 [Final Native Public]
    void SetPhysMaterialOverride(UPhysicalMaterial* NewPhysMaterial); // 0x470be70 [Native Public]
    void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName); // 0x4710a70 [Final Native Public]
    void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName); // 0x4710c70 [Final Native Public]
    void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName); // 0x4710c70 [Final Native Public]
    void SetPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent, const FName& BoneName); // 0x47117d0 [Native Public]
    void SetPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName); // 0x47110b0 [Native Public]
    void SetPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName); // 0x4710e80 [Final Native Public]
    void SetPhysicsAngularVelocity(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName); // 0x4710e80 [Final Native Public]
    void SetOwnerNoSee(bool bNewOwnerNoSee); // 0x4710080 [Final Native Public]
    void SetOnlyOwnerSee(bool bNewOnlyOwnerSee); // 0x470ff80 [Final Native Public]
    void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision); // 0x4710180 [Native Public]
    void SetMaterialByName(const FName& MaterialSlotName, UMaterialInterface* Material); // 0x4713dc0 [Native Public]
    void SetMaterial(int32 ElementIndex, UMaterialInterface* Material); // 0x4713f20 [Native Public]
    void SetMassScale(const FName& BoneName, float InMassScale); // 0x470caa0 [Native Public]
    void SetMassOverrideInKg(const FName& BoneName, float MassInKg, bool bOverrideMass); // 0x470c6f0 [Native Public]
    void SetLinearDamping(float InDamping); // 0x470cd20 [Native Public]
    void SetLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2); // 0x47165b0 [Final Native Public]
    void SetLightingAndShadowCastChannels(bool bChannel0, bool bChannel1, bool bChannel2, bool bShadowCastChannel0, bool bShadowCastChannel1, bool bShadowCastChannel2); // 0x4716140 [Final Native Public]
    void SetLightAttachmentsAsGroup(bool bInLightAttachmentsAsGroup); // 0x470fa60 [Final Native Public]
    void SetHiddenInSceneCapture(bool bValue); // 0x470d5a0 [Final Native Public]
    void SetGenerateOverlapEvents(bool bInGenerateOverlapEvents); // 0x4716810 [Final Native Public]
    void SetExcludeSkyLightInReflection(bool bNewExcludeSkyLightInReflection); // 0x470fd90 [Final Native Public]
    void SetExcludeFromLightAttachmentGroup(bool bInExcludeFromLightAttachmentGroup); // 0x470f960 [Final Native Public]
    void SetEnableGravity(bool bGravityEnabled); // 0x46f6b90 [Native Public]
    void SetDefaultCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value); // 0x47147c0 [Final Native Public]
    void SetDefaultCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value); // 0x4714a40 [Final Native Public]
    void SetDefaultCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value); // 0x4714cc0 [Final Native Public]
    void SetDefaultCustomPrimitiveDataFloat(int32 DataIndex, float Value); // 0x4714f00 [Final Native Public]
    void SetCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value); // 0x4715060 [Final Native Public]
    void SetCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value); // 0x47152f0 [Final Native Public]
    void SetCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value); // 0x4715590 [Final Native Public]
    void SetCustomPrimitiveDataFloat(int32 DataIndex, float Value); // 0x47157e0 [Final Native Public]
    void SetCustomDepthStencilWriteMask(const ERendererStencilMask& WriteMaskBit); // 0x470d8a0 [Final Native Public]
    void SetCustomDepthStencilValue(int32 Value); // 0x470d980 [Final Native Public]
    void SetCullDistance(float NewCullDistance); // 0x470bda0 [Final Native Public]
    void SetConstraintMode(uint8 ConstraintMode); // 0x47134f0 [Native Public]
    void SetCollisionResponseToChannel(uint8 Channel, uint8 NewResponse); // 0x470c020 [Native Public]
    void SetCollisionResponseToAllChannels(uint8 NewResponse); // 0x470bf50 [Native Public]
    void SetCollisionProfileName(const FName& InCollisionProfileName, bool bUpdateOverlaps); // 0x470f360 [Native Public]
    void SetCollisionObjectType(uint8 Channel); // 0x470f240 [Native Public]
    void SetCollisionEnabled(uint8 NewType); // 0x470f4c0 [Native Public]
    void SetCenterOfMass(const FVector& CenterOfMassOffset, const FName& BoneName); // 0x4710450 [Final Native Public]
    void SetCastShadow(bool NewCastShadow); // 0x470fe80 [Final Native Public]
    void SetCastInsetShadow(bool bInCastInsetShadow); // 0x470fb60 [Final Native Public]
    void SetCastHiddenShadow(bool NewCastHiddenShadow); // 0x470fc60 [Final Native Public]
    void SetBoundsScale(float NewBoundsScale); // 0x4714170 [Final Native Public]
    void SetAngularDamping(float InDamping); // 0x470cc10 [Native Public]
    void SetAllUseCCD(bool InUseCCD); // 0x470c1b0 [Native Public]
    void SetAllPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent); // 0x47112c0 [Native Public]
    void SetAllPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent); // 0x470ce40 [Native Public]
    void SetAllPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent); // 0x470cfb0 [Final Native Public]
    void SetAllMassScale(float InMassScale); // 0x470c8e0 [Native Public]
    FVector ScaleByMomentOfInertia(const FVector& InputVector, const FName& BoneName); // 0x470c410 [Native Public]
    void PutRigidBodyToSleep(const FName& BoneName); // 0x4710260 [Final Native Public]
    bool K2_SphereTraceComponent(const FVector& TraceStart, const FVector& TraceEnd, float SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit); // 0x470e570 [Final Native Public]
    bool K2_SphereOverlapComponent(const FVector& InSphereCentre, float InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit); // 0x470db40 [Final Native Public]
    bool K2_LineTraceComponent(const FVector& TraceStart, const FVector& TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit); // 0x470ec80 [Final Native Public]
    bool K2_IsQueryCollisionEnabled(); // 0x470d2b0 [Final Native Public]
    bool K2_IsPhysicsCollisionEnabled(); // 0x470d270 [Final Native Public]
    bool K2_IsCollisionEnabled(); // 0x470d2f0 [Final Native Public]
    bool K2_BoxOverlapComponent(const FVector& InBoxCentre, const FBox& InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit); // 0x470e040 [Final Native Public]
    bool IsOverlappingComponent(UPrimitiveComponent* OtherComp); // 0x47146d0 [Final Native Public]
    bool IsOverlappingActor(AActor* Other); // 0x47144f0 [Final Native Public]
    bool IsGravityEnabled(); // 0x470cdf0 [Native Public]
    bool IsAnyRigidBodyAwake(); // 0x470c180 [Native Public]
    void IgnoreComponentWhenMoving(UPrimitiveComponent* Component, bool bShouldIgnore); // 0x4715b20 [Final Native Public]
    void IgnoreActorWhenMoving(AActor* Actor, bool bShouldIgnore); // 0x4715e60 [Final Native Public]
    FWalkableSlopeOverride GetWalkableSlopeOverride(); // 0x47137a0 [Final Native Public]
    FVector GetPhysicsLinearVelocityAtPoint(const FVector& Point, const FName& BoneName); // 0x4711450 [Final Native Public]
    FVector GetPhysicsLinearVelocity(const FName& BoneName); // 0x4711650 [Final Native Public]
    FVector GetPhysicsAngularVelocityInRadians(const FName& BoneName); // 0x4710710 [Final Native Public]
    FVector GetPhysicsAngularVelocityInDegrees(const FName& BoneName); // 0x4710870 [Final Native Public]
    FVector GetPhysicsAngularVelocity(const FName& BoneName); // 0x4710970 [Final Native Public]
    void GetOverlappingComponents(const TArray<void>& OutOverlappingComponents); // 0x4714270 [Final Native Public]
    void GetOverlappingActors(const TArray<TSubclassOf<AActor>>& OverlappingActors, TSubclassOf<AActor> ClassFilter); // 0x4714360 [Final Native Public]
    int32 GetNumMaterials(); // 0x470d570 [Native Public]
    UMaterialInterface* GetMaterialFromCollisionFaceIndex(int32 FaceIndex, const int32& SectionIndex); // 0x4713810 [Native Public]
    UMaterialInterface* GetMaterial(int32 ElementIndex); // 0x4714080 [Native Public]
    float GetMassScale(const FName& BoneName); // 0x470c9b0 [Native Public]
    float GetMass(); // 0x470c6b0 [Native Public]
    float GetLinearDamping(); // 0x470cce0 [Native Public]
    FVector GetInertiaTensor(const FName& BoneName); // 0x470c5b0 [Native Public]
    bool GetGenerateOverlapEvents(); // 0x4716930 [Final Native Public]
    bool GetExcludeSkyLightInReflection(); // 0x470fd60 [Final Native Public]
    uint8 GetCollisionResponseToChannel(uint8 Channel); // 0x470d190 [Native Public]
    FName GetCollisionProfileName(); // 0x470f310 [Final Native Public]
    uint8 GetCollisionObjectType(); // 0x470d160 [Native Public]
    uint8 GetCollisionEnabled(); // 0x470d330 [Native Public]
    float GetClosestPointOnCollision(const FVector& Point, const FVector& OutPointOnBody, const FName& BoneName); // 0x470d360 [Final Native Public]
    FVector GetCenterOfMass(const FName& BoneName); // 0x47105f0 [Final Native Public]
    float GetAngularDamping(); // 0x2289640 [Native Public]
    UMaterialInstanceDynamic* CreateDynamicMaterialInstance(int32 ElementIndex, UMaterialInterface* SourceMaterial, const FName& OptionalName); // 0x4713970 [Native Public]
    UMaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int32 ElementIndex, UMaterialInterface* Parent); // 0x4713b60 [Native Public]
    UMaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int32 ElementIndex); // 0x4713cd0 [Native Public]
    TArray<void> CopyArrayOfMoveIgnoreComponents(); // 0x4715970 [Final Native Public]
    TArray<void> CopyArrayOfMoveIgnoreActors(); // 0x4715cb0 [Final Native Public]
    void ClearMoveIgnoreComponents(); // 0x4715940 [Final Native Public]
    void ClearMoveIgnoreActors(); // 0x4715c80 [Final Native Public]
    bool CanCharacterStepUp(APawn* Pawn); // 0x470bcb0 [Native Public]
    void AddTorqueInRadians(const FVector& Torque, const FName& BoneName, bool bAccelChange); // 0x4711c00 [Native Public]
    void AddTorqueInDegrees(const FVector& Torque, const FName& BoneName, bool bAccelChange); // 0x47119e0 [Final Native Public]
    void AddTorque(const FVector& Torque, const FName& BoneName, bool bAccelChange); // 0x4711c00 [Final Native Public]
    void AddRadialImpulse(const FVector& Origin, float Radius, float Strength, uint8 Falloff, bool bVelChange); // 0x4712770 [Native Public]
    void AddRadialForce(const FVector& Origin, float Radius, float Strength, uint8 Falloff, bool bAccelChange); // 0x4711e00 [Native Public]
    void AddImpulseAtLocation(const FVector& Impulse, const FVector& Location, const FName& BoneName); // 0x4712ac0 [Native Public]
    void AddImpulse(const FVector& Impulse, const FName& BoneName, bool bVelChange); // 0x47132f0 [Native Public]
    void AddForceAtLocationLocal(const FVector& Force, const FVector& Location, const FName& BoneName); // 0x4712150 [Native Public]
    void AddForceAtLocation(const FVector& Force, const FVector& Location, const FName& BoneName); // 0x4712360 [Native Public]
    void AddForce(const FVector& Force, const FName& BoneName, bool bAccelChange); // 0x4712570 [Native Public]
    void AddAngularImpulseInRadians(const FVector& Impulse, const FName& BoneName, bool bVelChange); // 0x4712ef0 [Native Public]
    void AddAngularImpulseInDegrees(const FVector& Impulse, const FName& BoneName, bool bVelChange); // 0x4712cd0 [Final Native Public]
    void AddAngularImpulse(const FVector& Impulse, const FName& BoneName, bool bVelChange); // 0x47130f0 [Native Public]

// AActor (/Script/Engine.Actor)
    bool WasRecentlyRendered(float Tolerance); // 0x4558aa0 [Final Native Public]
    void UserConstructionScript(); // 0x274f500 [Event Public]
    void TearOff(); // 0x10ce7c0 [Native Public]
    void SnapRootComponentTo(AActor* InParentActor, const FName& InSocketName); // 0x455a5c0 [Final Native Public]
    void SetTickGroup(uint8 NewTickGroup); // 0x4558b80 [Final Native Public]
    void SetTickableWhenPaused(bool bTickableWhenPaused); // 0x4559c60 [Final Native Public]
    void SetReplicates(bool bInReplicates); // 0x4560dd0 [Final Native Public]
    void SetReplicateMovement(bool bInReplicateMovement); // 0x4560cf0 [Native Public]
    void SetOwner(AActor* NewOwner); // 0x4559540 [Native Public]
    void SetNetDormancy(uint8 NewDormancy); // 0x4559260 [Final Native Public]
    void SetLifeSpan(float InLifespan); // 0x4559880 [Native Public]
    void SetAutoDestroyWhenFinished(bool bVal); // 0x4560eb0 [Final Native Public]
    void SetActorTickInterval(float TickInterval); // 0x4559660 [Final Native Public]
    void SetActorTickEnabled(bool bEnabled); // 0x4559750 [Final Native Public]
    void SetActorScale3D(const FVector& NewScale3D); // 0x455f6d0 [Final Native Public]
    void SetActorRelativeScale3D(const FVector& NewRelativeScale); // 0x455c300 [Final Native Public]
    void SetActorHiddenInGame(bool bNewHidden); // 0x455c1b0 [Native Public]
    void SetActorEnableCollision(bool bNewActorEnableCollision); // 0x455c0d0 [Final Native Public]
    void RemoveTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent); // 0x4559d60 [Native Public]
    void RemoveTickPrerequisiteActor(AActor* PrerequisiteActor); // 0x4559e40 [Native Public]
    void ReceiveTick(float DeltaSeconds); // 0x274f500 [Event Public]
    void ReceiveRadialDamage(float DamageReceived, UDamageType* DamageType, const FVector& Origin, FHitResult& HitInfo, AController* InstigatedBy, AActor* DamageCauser); // 0x274f500 [Event Public]
    void ReceivePointDamage(float Damage, UDamageType* DamageType, const FVector& HitLocation, const FVector& HitNormal, UPrimitiveComponent* HitComponent, const FName& BoneName, const FVector& ShotFromDirection, AController* InstigatedBy, AActor* DamageCauser, FHitResult& HitInfo); // 0x274f500 [Event Public]
    void ReceiveHit(UPrimitiveComponent* MyComp, AActor* Other, UPrimitiveComponent* OtherComp, bool bSelfMoved, const FVector& HitLocation, const FVector& HitNormal, const FVector& NormalImpulse, FHitResult& Hit); // 0x274f500 [Event Public]
    void ReceiveEndPlay(uint8 EndPlayReason); // 0x274f500 [Event Protected]
    void ReceiveDestroyed(); // 0x274f500 [Event Public]
    void ReceiveBeginPlay(); // 0x274f500 [Event Protected]
    void ReceiveAnyDamage(float Damage, UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser); // 0x274f500 [Event Public]
    void ReceiveActorOnReleased(const FKey& ButtonReleased); // 0x274f500 [Event Public]
    void ReceiveActorOnInputTouchLeave(uint8 FingerIndex); // 0x274f500 [Event Public]
    void ReceiveActorOnInputTouchEnter(uint8 FingerIndex); // 0x274f500 [Event Public]
    void ReceiveActorOnInputTouchEnd(uint8 FingerIndex); // 0x274f500 [Event Public]
    void ReceiveActorOnInputTouchBegin(uint8 FingerIndex); // 0x274f500 [Event Public]
    void ReceiveActorOnClicked(const FKey& ButtonPressed); // 0x274f500 [Event Public]
    void ReceiveActorEndOverlap(AActor* OtherActor); // 0x274f500 [Event Public]
    void ReceiveActorEndCursorOver(); // 0x274f500 [Event Public]
    void ReceiveActorBeginOverlap(AActor* OtherActor); // 0x274f500 [Event Public]
    void ReceiveActorBeginCursorOver(); // 0x274f500 [Event Public]
    void PrestreamTextures(float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups); // 0x4558880 [Native Public]
    void OnRep_ReplicateMovement(); // 0x15e0eb0 [Native Public]
    void OnRep_ReplicatedMovement(); // 0x4559620 [Native Public]
    void OnRep_Owner(); // 0xf674d0 [Native Protected]
    void OnRep_Instigator(); // 0x21b85f0 [Native Public]
    void OnRep_AttachmentReplication(); // 0x36115f0 [Native Public]
    void MakeNoise(float Loudness, APawn* NoiseInstigator, const FVector& NoiseLocation, float MaxRange, const FName& Tag); // 0x4557ba0 [Final Native Public]
    UMaterialInstanceDynamic* MakeMIDForMaterial(UMaterialInterface* Parent); // 0x23ab770 [Final Native Public]
    bool K2_TeleportTo(const FVector& DestLocation, const FRotator& DestRotation); // 0x4558e60 [Final Native Public]
    bool K2_SetActorTransform(FTransform& NewTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455d6a0 [Final Native Public]
    bool K2_SetActorRotation(const FRotator& NewRotation, bool bTeleportPhysics); // 0x455fb20 [Final Native Public]
    void K2_SetActorRelativeTransform(FTransform& NewRelativeTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455c3e0 [Final Native Public]
    void K2_SetActorRelativeRotation(const FRotator& NewRelativeRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455c700 [Final Native Public]
    void K2_SetActorRelativeLocation(const FVector& NewRelativeLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455c9c0 [Final Native Public]
    bool K2_SetActorLocationAndRotation(const FVector& NewLocation, const FRotator& NewRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455f7c0 [Final Native Public]
    bool K2_SetActorLocation(const FVector& NewLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x4560300 [Final Native Public]
    void K2_OnReset(); // 0x274f500 [Event Public]
    void K2_OnEndViewTarget(APlayerController* PC); // 0x274f500 [Event Public]
    void K2_OnBecomeViewTarget(APlayerController* PC); // 0x274f500 [Event Public]
    USceneComponent* K2_GetRootComponent(); // 0x455fd10 [Final Native Public]
    TArray<void> K2_GetComponentsByClass(TSubclassOf<UActorComponent> ComponentClass); // 0x4558480 [Final Native Public]
    FRotator K2_GetActorRotation(); // 0x4560240 [Final Native Public]
    FVector K2_GetActorLocation(); // 0x45605d0 [Final Native Public]
    void K2_DetachFromActor(const EDetachmentRule& LocationRule, const EDetachmentRule& RotationRule, const EDetachmentRule& ScaleRule); // 0x455a270 [Final Native Public]
    void K2_DestroyComponent(UActorComponent* Component); // 0x455b3e0 [Final Native Public]
    void K2_DestroyActor(); // 0x21e2f80 [Native Public]
    void K2_AttachToComponent(USceneComponent* Parent, const FName& SocketName, const EAttachmentRule& LocationRule, const EAttachmentRule& RotationRule, const EAttachmentRule& ScaleRule, bool bWeldSimulatedBodies); // 0x455adb0 [Final Native Public]
    void K2_AttachToActor(AActor* ParentActor, const FName& SocketName, const EAttachmentRule& LocationRule, const EAttachmentRule& RotationRule, const EAttachmentRule& ScaleRule, bool bWeldSimulatedBodies); // 0x455a750 [Final Native Public]
    void K2_AttachRootComponentToActor(AActor* InParentActor, const FName& InSocketName, uint8 AttachLocationType, bool bWeldSimulatedBodies); // 0x455aaf0 [Final Native Public]
    void K2_AttachRootComponentTo(USceneComponent* InParent, const FName& InSocketName, uint8 AttachLocationType, bool bWeldSimulatedBodies); // 0x455b130 [Final Native Public]
    void K2_AddActorWorldTransformKeepScale(FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455d9d0 [Final Native Public]
    void K2_AddActorWorldTransform(FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455dcf0 [Final Native Public]
    void K2_AddActorWorldRotation(const FRotator& DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455e010 [Final Native Public]
    void K2_AddActorWorldOffset(const FVector& DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455e390 [Final Native Public]
    void K2_AddActorLocalTransform(FTransform& NewTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455cc80 [Final Native Public]
    void K2_AddActorLocalRotation(const FRotator& DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455cfa0 [Final Native Public]
    void K2_AddActorLocalOffset(const FVector& DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); // 0x455d320 [Final Native Public]
    bool IsOverlappingActor(AActor* Other); // 0x4559450 [Final Native Public]
    bool IsChildActor(); // 0x4559210 [Final Native Public]
    bool IsActorTickEnabled(); // 0x4559730 [Final Native Public]
    bool IsActorBeingDestroyed(); // 0x4559bd0 [Final Native Public]
    bool HasAuthority(); // 0x455c070 [Final Native Public]
    float GetVerticalDistanceTo(AActor* OtherActor); // 0x455ee00 [Final Native Public]
    FVector GetVelocity(); // 0x455fcd0 [Native Public]
    FTransform GetTransform(); // 0x4560650 [Final Native Public]
    bool GetTickableWhenPaused(); // 0x4559d40 [Final Native Public]
    float GetSquaredHorizontalDistanceTo(AActor* OtherActor); // 0x455ef90 [Final Native Public]
    float GetSquaredDistanceTo(AActor* OtherActor); // 0x455f2d0 [Final Native Public]
    uint8 GetRemoteRole(); // 0x4560cb0 [Final Native Public]
    UChildActorComponent* GetParentComponent(); // 0x4559050 [Final Native Public]
    AActor* GetParentActor(); // 0x4559000 [Final Native Public]
    AActor* GetOwner(); // 0x3acba30 [Final Native Public]
    void GetOverlappingComponents(const TArray<void>& OverlappingComponents); // 0x4559950 [Final Native Public]
    void GetOverlappingActors(const TArray<TSubclassOf<AActor>>& OverlappingActors, TSubclassOf<AActor> ClassFilter); // 0x4559a40 [Final Native Public]
    uint8 GetLocalRole(); // 0x4560cd0 [Final Native Public]
    float GetLifeSpan(); // 0x4559840 [Native Public]
    AController* GetInstigatorController(); // 0x45606a0 [Final Native Public]
    APawn* GetInstigator(); // 0x363d160 [Final Native Public]
    FVector GetInputVectorAxisValue(const FKey& InputAxisKey); // 0x45606e0 [Final Native Public]
    float GetInputAxisValue(const FName& InputAxisName); // 0x4560aa0 [Final Native Public]
    float GetInputAxisKeyValue(const FKey& InputAxisKey); // 0x45608d0 [Final Native Public]
    float GetHorizontalDotProductTo(AActor* OtherActor); // 0x455e740 [Final Native Public]
    float GetHorizontalDistanceTo(AActor* OtherActor); // 0x455f130 [Final Native Public]
    float GetGameTimeSinceCreation(); // 0x4559bf0 [Final Native Public]
    float GetDotProductTo(AActor* OtherActor); // 0x455ea90 [Final Native Public]
    float GetDistanceTo(AActor* OtherActor); // 0x455f490 [Final Native Public]
    TArray<void> GetComponentsByTag(TSubclassOf<UActorComponent> ComponentClass, const FName& Tag); // 0x45582d0 [Final Native Public]
    TArray<void> GetComponentsByInterface(TSubclassOf<IInterface> Interface); // 0x4557eb0 [Final Native Public]
    UActorComponent* GetComponentByClass(TSubclassOf<UActorComponent> ComponentClass); // 0x4558600 [Final Native Public]
    FName GetAttachParentSocketName(); // 0x4558de0 [Final Native Public]
    AActor* GetAttachParentActor(); // 0x4558e20 [Final Native Public]
    void GetAttachedActors(const TArray<bool>& OutActors, bool bResetArray); // 0x4558c50 [Final Native Public]
    void GetAllChildActors(const TArray<bool>& ChildActors, bool bIncludeDescendants); // 0x4559080 [Final Native Public]
    FVector GetActorUpVector(); // 0x45600a0 [Final Native Public]
    float GetActorTimeDilation(); // 0x455a0e0 [Final Native Public]
    float GetActorTickInterval(); // 0x4559640 [Final Native Public]
    FVector GetActorScale3D(); // 0x455f650 [Final Native Public]
    FVector GetActorRightVector(); // 0x455ffd0 [Final Native Public]
    FVector GetActorRelativeScale3D(); // 0x455c290 [Final Native Public]
    FVector GetActorForwardVector(); // 0x4560170 [Final Native Public]
    void GetActorEyesViewPoint(const FVector& OutLocation, const FRotator& OutRotation); // 0x45586f0 [Native Public]
    bool GetActorEnableCollision(); // 0x455c0a0 [Final Native Public]
    void GetActorBounds(bool bOnlyCollidingComponents, const FVector& Origin, const FVector& BoxExtent, bool bIncludeFromChildActors); // 0x455fd30 [Final Native Public]
    void ForceNetUpdate(); // 0x4558a80 [Native Public]
    void FlushNetDormancy(); // 0x4559240 [Final Native Public]
    void FinishAddComponent(UActorComponent* Component, bool bManualAttachment, FTransform& RelativeTransform); // 0x455b4d0 [Final Native Public]
    void EnableInput(APlayerController* PlayerController); // 0x4560bd0 [Native Public]
    void DisableInput(APlayerController* PlayerController); // 0x3bbb580 [Native Public]
    void DetachRootComponentFromParent(bool bMaintainWorldPosition); // 0x455a470 [Final Native Public]
    void AddTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent); // 0x4559f20 [Native Public]
    void AddTickPrerequisiteActor(AActor* PrerequisiteActor); // 0x455a000 [Native Public]
    UActorComponent* AddComponentByClass(TSubclassOf<UActorComponent> Class, bool bManualAttachment, FTransform& RelativeTransform, bool bDeferredFinish); // 0x455b970 [Final Native Public]
    UActorComponent* AddComponent(const FName& TemplateName, bool bManualAttachment, FTransform& RelativeTransform, UObject* ComponentTemplateContext, bool bDeferredFinish); // 0x455bd00 [Final Native Public]
    bool ActorHasTag(const FName& Tag); // 0x455a150 [Final Native Public]

// UGameInstance (/Script/Engine.GameInstance)
    void ReceiveShutdown(); // 0x274f500 [Event Public]
    void ReceiveInit(); // 0x274f500 [Event Public]
    void HandleTravelError(uint8 FailureType); // 0x274f500 [Event Public]
    void HandleNetworkError(uint8 FailureType, bool bIsServer); // 0x274f500 [Event Public]
    void DebugRemovePlayer(int32 ControllerId); // 0x45d1b00 [Native Public]
    void DebugCreatePlayer(int32 ControllerId); // 0x45d1be0 [Native Public]

// UBlueprintAsyncActionBase (/Script/Engine.BlueprintAsyncActionBase)
    void Activate(); // 0x15e0eb0 [Native Public]

// AHUD (/Script/Engine.HUD)
    void ShowHUD(); // 0x22116d0 [Native Public]
    void ShowDebugToggleSubCategory(const FName& Category); // 0x45fd7b0 [Final Native Public]
    void ShowDebugForReticleTargetToggle(TSubclassOf<AActor> DesiredClass); // 0x45fd6c0 [Final Native Public]
    void ShowDebug(const FName& DebugType); // 0x45fd890 [Native Public]
    void RemoveDebugText(AActor* SrcActor, bool bLeaveDurationText); // 0x45fcaa0 [Final Native Event Public]
    void RemoveAllDebugStrings(); // 0x45fcd20 [Final Native Event Public]
    void ReceiveHitBoxRelease(const FName& BoxName); // 0x274f500 [Event Public]
    void ReceiveHitBoxEndCursorOver(const FName& BoxName); // 0x274f500 [Event Public]
    void ReceiveHitBoxClick(const FName& BoxName); // 0x274f500 [Event Public]
    void ReceiveHitBoxBeginCursorOver(const FName& BoxName); // 0x274f500 [Event Public]
    void ReceiveDrawHUD(int32 SizeX, int32 SizeY); // 0x274f500 [Event Public]
    FVector Project(const FVector& Location); // 0x45f91c0 [Final Native Public]
    void PreviousDebugTarget(); // 0x2301a20 [Native Public]
    void NextDebugTarget(); // 0x2301a40 [Native Public]
    void GetTextSize(const FString& Text, const float& OutWidth, const float& OutHeight, UFont* Font, float Scale); // 0x45fc6f0 [Final Native Public]
    APlayerController* GetOwningPlayerController(); // 0x1ad4d60 [Final Native Public]
    APawn* GetOwningPawn(); // 0x45f8700 [Final Native Public]
    void GetActorsInSelectionRectangle(TSubclassOf<AActor> ClassFilter, const FVector2D& FirstPoint, const FVector2D& SecondPoint, const TArray<bool>& OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed); // 0x45f8b40 [Final Native Public]
    void DrawTextureSimple(UTexture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition); // 0x45fa9e0 [Final Native Public]
    void DrawTexture(UTexture* Texture, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float TextureVHeight, const FLinearColor& TintColor, uint8 BlendMode, float Scale, bool bScalePosition, float Rotation, const FVector2D& RotPivot); // 0x45fae60 [Final Native Public]
    void DrawText(const FString& Text, const FLinearColor& TextColor, float ScreenX, float ScreenY, UFont* Font, float Scale, bool bScalePosition); // 0x45fc1b0 [Final Native Public]
    void DrawRect(const FLinearColor& RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH); // 0x45fb960 [Final Native Public]
    void DrawMaterialTriangle(UMaterialInterface* Material, const FVector2D& V0_Pos, const FVector2D& V1_Pos, const FVector2D& V2_Pos, const FVector2D& V0_UV, const FVector2D& V1_UV, const FVector2D& V2_UV, const FLinearColor& V0_Color, const FLinearColor& V1_Color, const FLinearColor& V2_Color); // 0x45f92f0 [Final Native Public]
    void DrawMaterialSimple(UMaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition); // 0x45f9b50 [Final Native Public]
    void DrawMaterial(UMaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float Rotation, const FVector2D& RotPivot); // 0x45fa0a0 [Final Native Public]
    void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, const FLinearColor& LineColor, float LineThickness); // 0x45fbd60 [Final Native Public]
    void Deproject(float ScreenX, float ScreenY, const FVector& WorldPosition, const FVector& WorldDirection); // 0x45f8ef0 [Final Native Public]
    void AddHitBox(const FVector2D& Position, const FVector2D& Size, const FName& InName, bool bConsumesInput, int32 Priority); // 0x45f8740 [Final Native Public]
    void AddDebugText(const FString& DebugText, AActor* SrcActor, float Duration, const FVector& Offset, const FVector& DesiredOffset, const FColor& TextColor, bool bSkipOverwriteCheck, bool bAbsoluteLocation, bool bKeepAttachedToActor, UFont* InFont, float FontScale, bool bDrawShadow); // 0x45fcd40 [Final Native Event Public]

// APawn (/Script/Engine.Pawn)
    void SpawnDefaultController(); // 0x46e82b0 [Native Public]
    void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate); // 0x46e83b0 [Final Native Public]
    void ReceiveUnpossessed(AController* OldController); // 0x274f500 [Event Public]
    void ReceivePossessed(AController* NewController); // 0x274f500 [Event Public]
    void PawnMakeNoise(float Loudness, const FVector& NoiseLocation, bool bUseNoiseMakerLocation, AActor* NoiseMaker); // 0x46e8780 [Final Native Public]
    void OnRep_PlayerState(); // 0xfa8b80 [Native Public]
    void OnRep_Controller(); // 0x46e8570 [Native Public]
    void LaunchPawn(const FVector& LaunchVelocity, bool bXYOverride, bool bZOverride); // 0x46e7b60 [Final Native Public]
    FVector K2_GetMovementInputVector(); // 0x46e7b30 [Final Native Public]
    bool IsPlayerControlled(); // 0x45b5180 [Native Public]
    bool IsPawnControlled(); // 0x46e8600 [Final Native Public]
    bool IsMoveInputIgnored(); // 0x46e7da0 [Native Public]
    bool IsLocallyControlled(); // 0x46e8330 [Native Public]
    bool IsControlled(); // 0x46e8630 [Final Native Public]
    bool IsBotControlled(); // 0x45d45c0 [Native Public]
    FVector GetPendingMovementInputVector(); // 0x46e7b30 [Final Native Public]
    FVector GetNavAgentLocation(); // 0x46e8360 [Native Public]
    UPawnMovementComponent* GetMovementComponent(); // 0x45bd1e0 [Native Public]
    AActor* GetMovementBaseActor(APawn* Pawn); // 0x46e8690 [Final Native Static Public]
    FVector GetLastMovementInputVector(); // 0x46e8080 [Final Native Public]
    FRotator GetControlRotation(); // 0x46e8590 [Final Native Public]
    AController* GetController(); // 0x2245660 [Final Native Public]
    FRotator GetBaseAimRotation(); // 0x46e82f0 [Native Public]
    void DetachFromControllerPendingDestroy(); // 0x46e82d0 [Native Public]
    FVector ConsumeMovementInputVector(); // 0x46e8040 [Native Public]
    void AddMovementInput(const FVector& WorldDirection, float ScaleValue, bool bForce); // 0x46e80b0 [Native Public]
    void AddControllerYawInput(float Val); // 0x46e7ea0 [Native Public]
    void AddControllerRollInput(float Val); // 0x46e7dd0 [Native Public]
    void AddControllerPitchInput(float Val); // 0x46e7f70 [Native Public]

// ADefaultPawn (/Script/Engine.DefaultPawn)
    void TurnAtRate(float Rate); // 0x45bdf80 [Native Public]
    void MoveUp_World(float Val); // 0x45be050 [Native Public]
    void MoveRight(float Val); // 0x45be120 [Native Public]
    void MoveForward(float Val); // 0x45be1f0 [Native Public]
    void LookUpAtRate(float Rate); // 0x45bdeb0 [Native Public]

// UWorld (/Script/Engine.World)
    AWorldSettings* K2_GetWorldSettings(); // 0x4778d90 [Final Native Public]
    void HandleTimelineScrubbed(); // 0x4778dc0 [Final Native Public]

// UMeshComponent (/Script/Engine.MeshComponent)
    void SetVectorParameterValueOnMaterials(const FName& ParameterName, const FVector& ParameterValue); // 0x46cc5c0 [Final Native Public]
    void SetScalarParameterValueOnMaterials(const FName& ParameterName, float ParameterValue); // 0x46cc740 [Final Native Public]
    void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups); // 0x46cc8a0 [Native Public]
    bool IsMaterialSlotNameValid(const FName& MaterialSlotName); // 0x46ccaa0 [Native Public]
    TArray<void> GetMaterialSlotNames(); // 0x46ccb90 [Native Public]
    TArray<void> GetMaterials(); // 0x46ccd00 [Native Public]
    int32 GetMaterialIndex(const FName& MaterialSlotName); // 0x46ccc10 [Native Public]

// UMovementComponent (/Script/Engine.MovementComponent)
    void StopMovementImmediately(); // 0x46d02a0 [Native Public]
    void SnapUpdatedComponentToPlane(); // 0x21e9720 [Native Public]
    void SetUpdatedComponent(USceneComponent* NewUpdatedComponent); // 0x46d00b0 [Native Public]
    void SetPlaneConstraintOrigin(const FVector& PlaneOrigin); // 0x46cf760 [Native Public]
    void SetPlaneConstraintNormal(const FVector& PlaneNormal); // 0x46cf9c0 [Native Public]
    void SetPlaneConstraintFromVectors(const FVector& Forward, const FVector& Up); // 0x46cf840 [Native Public]
    void SetPlaneConstraintEnabled(bool bEnabled); // 0x46cf680 [Native Public]
    void SetPlaneConstraintAxisSetting(const EPlaneConstraintAxisSetting& NewAxisSetting); // 0x46cfac0 [Native Public]
    void PhysicsVolumeChanged(APhysicsVolume* NewVolume); // 0x46d0190 [Native Public]
    bool K2_MoveUpdatedComponent(const FVector& Delta, const FRotator& NewRotation, FHitResult& OutHit, bool bSweep, bool bTeleport); // 0x46cfb90 [Final Native Public]
    float K2_GetModifiedMaxSpeed(); // 0x46d03b0 [Native Public]
    float K2_GetMaxSpeedModifier(); // 0x46d03f0 [Native Public]
    bool IsExceedingMaxSpeed(float MaxSpeed); // 0x46d02c0 [Native Public]
    FVector GetPlaneConstraintOrigin(); // 0x46cf620 [Final Native Public]
    FVector GetPlaneConstraintNormal(); // 0x46cf650 [Final Native Public]
    EPlaneConstraintAxisSetting GetPlaneConstraintAxisSetting(); // 0x46cfaa0 [Final Native Public]
    APhysicsVolume* GetPhysicsVolume(); // 0x46d0270 [Native Public]
    float GetMaxSpeed(); // 0x46d0430 [Native Public]
    float GetGravityZ(); // 0x46d0470 [Native Public]
    FVector ConstrainNormalToPlane(const FVector& Normal); // 0x46cf320 [Native Public]
    FVector ConstrainLocationToPlane(const FVector& Location); // 0x46cf420 [Native Public]
    FVector ConstrainDirectionToPlane(const FVector& Direction); // 0x46cf520 [Native Public]

// UNavMovementComponent (/Script/Engine.NavMovementComponent)
    void StopMovementKeepPathing(); // 0x46d2e60 [Final Native Public]
    void StopActiveMovement(); // 0x21e5880 [Native Public]
    bool IsSwimming(); // 0x46d2e00 [Native Public]
    bool IsMovingOnGround(); // 0x45aec20 [Native Public]
    bool IsFlying(); // 0x46d2dd0 [Native Public]
    bool IsFalling(); // 0x45856d0 [Native Public]
    bool IsCrouching(); // 0x46d2e30 [Native Public]

// UPawnMovementComponent (/Script/Engine.PawnMovementComponent)
    FVector K2_GetInputVector(); // 0x46e9340 [Final Native Public]
    bool IsMoveInputIgnored(); // 0x46e93d0 [Native Public]
    FVector GetPendingInputVector(); // 0x46e9340 [Final Native Public]
    APawn* GetPawnOwner(); // 0x46e93b0 [Final Native Public]
    FVector GetLastInputVector(); // 0x46e9440 [Final Native Public]
    FVector ConsumeInputVector(); // 0x46e9400 [Native Public]
    void AddInputVector(const FVector& WorldVector, bool bForce); // 0x46e94b0 [Native Public]

// UFXSystemComponent (/Script/Engine.FXSystemComponent)
    void SetVectorParameter(const FName& ParameterName, const FVector& Param); // 0x46e3560 [Native Public]
    void SetUseAutoManageAttachment(bool bAutoManage); // 0x46e2d00 [Native Public]
    void SetIntParameter(const FName& ParameterName, int32 Param); // 0x46e3850 [Native Public]
    void SetFloatParameter(const FName& ParameterName, float Param); // 0x46e36e0 [Native Public]
    void SetEmitterEnable(const FName& EmitterName, bool bNewEnableState); // 0x46e30f0 [Native Public]
    void SetColorParameter(const FName& ParameterName, const FLinearColor& Param); // 0x46e33e0 [Native Public]
    void SetBoolParameter(const FName& ParameterName, bool Param); // 0x46e39b0 [Native Public]
    void SetAutoAttachmentParameters(USceneComponent* Parent, const FName& SocketName, const EAttachmentRule& LocationRule, const EAttachmentRule& RotationRule, const EAttachmentRule& ScaleRule); // 0x46e2de0 [Native Public]
    void SetActorParameter(const FName& ParameterName, AActor* Param); // 0x46e3280 [Native Public]
    void ReleaseToPool(); // 0x46e2ce0 [Native Public]
    UFXSystemAsset* GetFXSystemAsset(); // 0x46e3250 [Native Public]

// UAnimNotify (/Script/Engine.AnimNotify)
    bool Received_Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation); // 0x274f500 [Event Public]
    FString GetNotifyName(); // 0x164f950 [Native Event Public]

// UAnimNotifyState (/Script/Engine.AnimNotifyState)
    bool Received_NotifyTick(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float FrameDeltaTime); // 0x274f500 [Event Public]
    bool Received_NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation); // 0x274f500 [Event Public]
    bool Received_NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration); // 0x274f500 [Event Public]
    FString GetNotifyName(); // 0x164f950 [Native Event Public]

// USkinnedMeshComponent (/Script/Engine.SkinnedMeshComponent)
    void UnloadSkinWeightProfile(const FName& InProfileName); // 0x473f800 [Final Native Public]
    void UnHideBoneByName(const FName& BoneName); // 0x473df20 [Final Native Public]
    void TransformToBoneSpace(const FName& BoneName, const FVector& InPosition, const FRotator& InRotation, const FVector& OutPosition, const FRotator& OutRotation); // 0x473e830 [Final Native Public]
    void TransformFromBoneSpace(const FName& BoneName, const FVector& InPosition, const FRotator& InRotation, const FVector& OutPosition, const FRotator& OutRotation); // 0x473e510 [Final Native Public]
    void ShowMaterialSection(int32 MaterialID, int32 SectionIndex, bool bShow, int32 LODIndex); // 0x473db30 [Final Native Public]
    void ShowAllMaterialSections(int32 LODIndex); // 0x473da60 [Final Native Public]
    void SetVertexOffsetUsage(int32 LODIndex, int32 Usage); // 0x473f450 [Final Native Public]
    void SetVertexColorOverride_LinearColor(int32 LODIndex, const TArray<void>& VertexColors); // 0x4740190 [Final Native Public]
    bool SetSkinWeightProfile(const FName& InProfileName); // 0x473fb80 [Final Native Public]
    void SetSkinWeightOverride(int32 LODIndex, const TArray<void>& SkinWeights); // 0x473fd90 [Final Native Public]
    void SetSkeletalMesh(USkeletalMesh* NewMesh, bool bReinitPose); // 0x4740880 [Native Public]
    void SetRenderStatic(bool bNewValue); // 0x473d7c0 [Final Native Public]
    void SetPreSkinningOffsets(int32 LODIndex, const TArray<void>& Offsets); // 0x473f1e0 [Final Native Public]
    void SetPostSkinningOffsets(int32 LODIndex, const TArray<void>& Offsets); // 0x473ef70 [Final Native Public]
    void SetPhysicsAsset(UPhysicsAsset* NewPhysicsAsset, bool bForceReInit, bool bRefreshBoneTransforms); // 0x4741300 [Native Public]
    void SetMinLOD(int32 InNewMinLOD); // 0x4741190 [Final Native Public]
    void SetMasterPoseComponent(USkinnedMeshComponent* NewMasterBoneComponent, bool bForceUpdate); // 0x473ee10 [Final Native Public]
    void SetForcedLOD(int32 InNewForcedLOD); // 0x4741060 [Final Native Public]
    void SetCastCapsuleIndirectShadow(bool bNewValue); // 0x4740e50 [Final Native Public]
    void SetCastCapsuleDirectShadow(bool bNewValue); // 0x4740f40 [Final Native Public]
    void SetCapsuleIndirectShadowMinVisibility(float NewValue); // 0x4740d70 [Final Native Public]
    bool IsUsingSkinWeightProfile(); // 0x473f7b0 [Final Native Public]
    bool IsMaterialSectionShown(int32 MaterialID, int32 LODIndex); // 0x473d8c0 [Final Native Public]
    bool IsBoneHiddenByName(const FName& BoneName); // 0x473ddb0 [Final Native Public]
    void HideBoneByName(const FName& BoneName, uint8 PhysBodyOption); // 0x473e070 [Final Native Public]
    int32 GetVertexOffsetUsage(int32 LODIndex); // 0x473f6a0 [Final Native Public]
    bool GetTwistAndSwingAngleOfDeltaRotationFromRefPose(const FName& BoneName, const float& OutTwistAngle, const float& OutSwingAngle); // 0x4740360 [Final Native Public]
    FName GetSocketBoneName(const FName& InSocketName); // 0x47409e0 [Final Native Public]
    FVector GetRefPosePosition(int32 BoneIndex); // 0x473eb50 [Final Native Public]
    FName GetParentBone(const FName& BoneName); // 0x47406f0 [Final Native Public]
    int32 GetNumLODs(); // 0x47412b0 [Final Native Public]
    int32 GetNumBones(); // 0x4740d30 [Final Native Public]
    int32 GetForcedLOD(); // 0x4741040 [Final Native Public]
    FTransform GetDeltaTransformFromRefPose(const FName& BoneName, const FName& BaseName); // 0x4740550 [Final Native Public]
    FName GetCurrentSkinWeightProfileName(); // 0x473f7e0 [Final Native Public]
    FName GetBoneName(int32 BoneIndex); // 0x4740ac0 [Final Native Public]
    int32 GetBoneIndex(const FName& BoneName); // 0x4740be0 [Final Native Public]
    FName FindClosestBone_K2(const FVector& TestLocation, const FVector& BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset); // 0x473e250 [Final Native Public]
    void ClearVertexColorOverride(int32 LODIndex); // 0x4740070 [Final Native Public]
    void ClearSkinWeightProfile(); // 0x473fa40 [Final Native Public]
    void ClearSkinWeightOverride(int32 LODIndex); // 0x473fc70 [Final Native Public]
    bool BoneIsChildOf(const FName& BoneName, const FName& ParentBoneName); // 0x473eca0 [Final Native Public]

// USkeletalMesh (/Script/Engine.SkeletalMesh)
    void SetMorphTargets(const TArray<void>& InMorphTargets); // 0x4730140 [Final Native Public]
    void SetMeshClothingAssets(const TArray<void>& InMeshClothingAssets); // 0x472ff90 [Final Native Public]
    void SetMaterials(const TArray<void>& InMaterials); // 0x47305f0 [Final Native Public]
    void SetLODSettings(USkeletalMeshLODSettings* InLODSettings); // 0xec5570 [Final Native Public]
    void SetDefaultAnimatingRig(const TSoftObjectPtr<UObject>& InAnimatingRig); // 0x47304a0 [Final Native Public]
    int32 NumSockets(); // 0x472f980 [Final Native Public]
    TArray<void> K2_GetAllMorphTargetNames(); // 0x47300c0 [Final Native Public]
    bool IsSectionUsingCloth(int32 InSectionIndex, bool bCheckCorrespondingSections); // 0x472f690 [Final Native Public]
    USkeletalMeshSocket* GetSocketByIndex(int32 Index); // 0x472f840 [Final Native Public]
    USkeleton* GetSkeleton(); // 0x160a100 [Final Native Public]
    UPhysicsAsset* GetShadowPhysicsAsset(); // 0x47303f0 [Final Native Public]
    UPhysicsAsset* GetPhysicsAsset(); // 0x4730410 [Final Native Public]
    TArray<void> GetNodeMappingData(); // 0x4730360 [Final Native Public]
    UNodeMappingContainer* GetNodeMappingContainer(UBlueprint* SourceAsset); // 0x4730270 [Final Native Public]
    TArray<void> GetMorphTargets(); // 0x4730240 [Final Native Public]
    TArray<void> GetMeshClothingAssets(); // 0x4730090 [Final Native Public]
    TArray<void> GetMaterials(); // 0x47306f0 [Final Native Public]
    USkeletalMeshLODSettings* GetLODSettings(); // 0x13c5b50 [Final Native Public]
    FBoxSphereBounds GetImportedBounds(); // 0x4730720 [Final Native Public]
    TSoftObjectPtr<UObject> GetDefaultAnimatingRig(); // 0x4730430 [Final Native Public]
    FBoxSphereBounds GetBounds(); // 0x4730760 [Final Native Public]
    USkeletalMeshSocket* FindSocketInfo(const FName& InSocketName, FTransform& OutTransform, const int32& OutBoneIndex, const int32& OutIndex); // 0x472f9c0 [Final Native Public]
    USkeletalMeshSocket* FindSocketAndIndex(const FName& InSocketName, const int32& OutIndex); // 0x472fcb0 [Final Native Public]
    USkeletalMeshSocket* FindSocket(const FName& InSocketName); // 0x472fe60 [Final Native Public]

// USkeletalMeshComponent (/Script/Engine.SkeletalMeshComponent)
    void UnlinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass); // 0x4737d30 [Final Native Public]
    void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace); // 0x4736640 [Final Native Public]
    void ToggleDisablePostProcessBlueprint(); // 0x4739c70 [Final Native Public]
    void TermBodiesBelow(const FName& ParentBoneName); // 0x47345b0 [Final Native Public]
    void SuspendClothingSimulation(); // 0x4736870 [Final Native Public]
    void Stop(); // 0x4737560 [Final Native Public]
    void SnapshotPose(FPoseSnapshot& Snapshot); // 0x47369c0 [Final Native Public]
    void SetUpdateClothInEditor(bool NewUpdateState); // 0x2285b30 [Final Native Public]
    void SetUpdateAnimationInEditor(bool NewUpdateState); // 0x2285b30 [Final Native Public]
    void SetTeleportRotationThreshold(float Threshold); // 0x4735d60 [Final Native Public]
    void SetTeleportDistanceThreshold(float Threshold); // 0x4735c60 [Final Native Public]
    void SetPosition(float InPos, bool bFireNotifies); // 0x4737370 [Final Native Public]
    void SetPlayRate(float Rate); // 0x47371e0 [Final Native Public]
    void SetPhysicsBlendWeight(float PhysicsBlendWeight); // 0x4734400 [Final Native Public]
    void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, const FName& BoneName, bool bIncludeSelf); // 0x47358f0 [Native Public]
    void SetMorphTarget(const FName& MorphTargetName, float Value, bool bRemoveZeroWeight); // 0x4736c00 [Final Native Public]
    void SetEnablePhysicsBlending(bool bNewBlendPhysics); // 0x4734320 [Final Native Public]
    void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, const FName& BoneName, bool bIncludeSelf); // 0x4735430 [Final Native Public]
    void SetEnableBodyGravity(bool bEnableGravity, const FName& BoneName); // 0x4735760 [Final Native Public]
    void SetDisablePostProcessBlueprint(bool bInDisablePostProcess); // 0x4739b60 [Final Native Public]
    void SetDisableAnimCurves(bool bInDisableAnimCurves); // 0x4736350 [Final Native Public]
    void SetConstraintProfileForAll(const FName& ProfileName, bool bDefaultIfNotFound); // 0x4732b60 [Final Native Public]
    void SetConstraintProfile(const FName& JointName, const FName& ProfileName, bool bDefaultIfNotFound); // 0x4732d80 [Final Native Public]
    void SetClothMaxDistanceScale(float Scale); // 0x47368d0 [Final Native Public]
    void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, const FName& BoneName); // 0x4735ae0 [Native Public]
    void SetAnimClass(TSubclassOf<UObject> NewClass); // 0x47384f0 [Native Public]
    void SetAnimationMode(uint8 InAnimationMode); // 0x4737950 [Final Native Public]
    void SetAnimation(UAnimationAsset* NewAnimToPlay); // 0x47376f0 [Final Native Public]
    void SetAngularLimits(const FName& InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle); // 0x47325a0 [Final Native Public]
    void SetAllowRigidBodyAnimNode(bool bInAllow, bool bReinitAnim); // 0x4736480 [Final Native Public]
    void SetAllowedAnimCurvesEvaluation(const TArray<bool>& List, bool bAllow); // 0x4735e50 [Final Native Public]
    void SetAllowAnimCurveEvaluation(bool bInAllow); // 0x4736220 [Final Native Public]
    void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType); // 0x47333d0 [Final Native Public]
    void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType); // 0x4733710 [Final Native Public]
    void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType); // 0x4733030 [Final Native Public]
    void SetAllBodiesSimulatePhysics(bool bNewSimulate); // 0x47344d0 [Final Native Public]
    void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType); // 0x4733f90 [Final Native Public]
    void SetAllBodiesBelowSimulatePhysics(const FName& InBoneName, bool bNewSimulate, bool bIncludeSelf); // 0x4734120 [Final Native Public]
    void SetAllBodiesBelowPhysicsBlendWeight(const FName& InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf); // 0x4733ca0 [Final Native Public]
    void ResumeClothingSimulation(); // 0x4736840 [Final Native Public]
    void ResetClothTeleportMode(); // 0x47367f0 [Final Native Public]
    void ResetAnimInstanceDynamics(const ETeleportType& InTeleportType); // 0x4737a20 [Final Native Public]
    void ResetAllowedAnimCurveEvaluation(); // 0x4735fe0 [Final Native Public]
    void ResetAllBodiesSimulatePhysics(); // 0x4734100 [Final Native Public]
    void PlayAnimation(UAnimationAsset* NewAnimToPlay, bool bLooping); // 0x47377d0 [Final Native Public]
    void Play(bool bLooping); // 0x47375c0 [Final Native Public]
    void OverrideAnimationData(UAnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate); // 0x4736df0 [Final Native Public]
    void LinkAnimGraphByTag(const FName& InTag, TSubclassOf<UAnimInstance> InClass); // 0x4737f30 [Final Native Public]
    void LinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass); // 0x4737e30 [Final Native Public]
    bool K2_GetClosestPointOnPhysicsAsset(const FVector& WorldPosition, const FVector& ClosestWorldPosition, const FVector& Normal, const FName& BoneName, const float& Distance); // 0x4735040 [Final Native Public]
    bool IsPlaying(); // 0x47374e0 [Final Native Public]
    bool IsClothingSimulationSuspended(); // 0x4736810 [Final Native Public]
    bool IsBodyGravityEnabled(const FName& BoneName); // 0x4735660 [Final Native Public]
    bool HasValidAnimationInstance(); // 0x4737af0 [Final Native Public]
    float GetTeleportRotationThreshold(); // 0x4735d40 [Final Native Public]
    float GetTeleportDistanceThreshold(); // 0x4735d40 [Final Native Public]
    bool GetStringAttribute_Ref(const FName& BoneName, const FName& AttributeName, const FString& OutValue, const ECustomBoneAttributeLookup& LookupType); // 0x4739150 [Final Native Public]
    bool GetStringAttribute(const FName& BoneName, const FName& AttributeName, const FString& DefaultValue, const FString& OutValue, const ECustomBoneAttributeLookup& LookupType); // 0x47385d0 [Final Native Public]
    FVector GetSkeletalCenterOfMass(); // 0x4734c10 [Final Native Public]
    UAnimInstance* GetPostProcessInstance(); // 0x4738440 [Final Native Public]
    float GetPosition(); // 0x47372f0 [Final Native Public]
    float GetPlayRate(); // 0x4737160 [Final Native Public]
    float GetMorphTarget(const FName& MorphTargetName); // 0x4736ad0 [Final Native Public]
    UAnimInstance* GetLinkedAnimLayerInstanceByGroup(const FName& InGroup); // 0x4737c30 [Final Native Public]
    UAnimInstance* GetLinkedAnimLayerInstanceByClass(TSubclassOf<UAnimInstance> InClass); // 0x4737b30 [Final Native Public]
    void GetLinkedAnimGraphInstancesByTag(const FName& InTag, const TArray<void>& OutLinkedInstances); // 0x47381d0 [Final Native Public]
    UAnimInstance* GetLinkedAnimGraphInstanceByTag(const FName& InTag); // 0x4738340 [Final Native Public]
    bool GetIntegerAttribute_Ref(const FName& BoneName, const FName& AttributeName, const int32& OutValue, const ECustomBoneAttributeLookup& LookupType); // 0x4739450 [Final Native Public]
    bool GetIntegerAttribute(const FName& BoneName, const FName& AttributeName, int32 DefaultValue, const int32& OutValue, const ECustomBoneAttributeLookup& LookupType); // 0x4738970 [Final Native Public]
    bool GetFloatAttribute_Ref(const FName& BoneName, const FName& AttributeName, const float& OutValue, const ECustomBoneAttributeLookup& LookupType); // 0x47397d0 [Final Native Public]
    bool GetFloatAttribute(const FName& BoneName, const FName& AttributeName, float DefaultValue, const float& OutValue, const ECustomBoneAttributeLookup& LookupType); // 0x4738d60 [Final Native Public]
    bool GetDisablePostProcessBlueprint(); // 0x4739c40 [Final Native Public]
    bool GetDisableAnimCurves(); // 0x4736320 [Final Native Public]
    void GetCurrentJointAngles(const FName& InBoneName, const float& Swing1Angle, const float& TwistAngle, const float& Swing2Angle); // 0x4732280 [Final Native Public]
    float GetClothMaxDistanceScale(); // 0x47369a0 [Final Native Public]
    UClothingSimulationInteractor* GetClothingSimulationInteractor(); // 0x21dcf20 [Final Native Public]
    float GetBoneMass(const FName& BoneName, bool bScaleMass); // 0x4734e40 [Final Native Public]
    UAnimInstance* GetAnimInstance(); // 0x4738460 [Final Native Public]
    TSubclassOf<UObject> GetAnimClass(); // 0x4738480 [Final Native Public]
    uint8 GetAnimationMode(); // 0x4737930 [Final Native Public]
    bool GetAllowRigidBodyAnimNode(); // 0x4736450 [Final Native Public]
    bool GetAllowedAnimCurveEvaluate(); // 0x47361f0 [Final Native Public]
    void ForceClothNextUpdateTeleportAndReset(); // 0x4736890 [Final Native Public]
    void ForceClothNextUpdateTeleport(); // 0x47368b0 [Final Native Public]
    FName FindConstraintBoneName(int32 ConstraintIndex); // 0x4732a30 [Final Native Public]
    void ClearMorphTargets(); // 0x4736bc0 [Final Native Public]
    void BreakConstraint(const FVector& Impulse, const FVector& HitLocation, const FName& InBoneName); // 0x4732820 [Final Native Public]
    void BindClothToMasterPoseComponent(); // 0x4736760 [Final Native Public]
    void AllowAnimCurveEvaluation(const FName& NameOfCurve, bool bAllow); // 0x4736030 [Final Native Public]
    void AddImpulseToAllBodiesBelow(const FVector& Impulse, const FName& BoneName, bool bVelChange, bool bIncludeSelf); // 0x4734690 [Native Public]
    void AddForceToAllBodiesBelow(const FVector& Force, const FName& BoneName, bool bAccelChange, bool bIncludeSelf); // 0x4734950 [Native Public]
    void AccumulateAllBodiesBelowPhysicsBlendWeight(const FName& InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType); // 0x4733a40 [Final Native Public]

// UAnimInstance (/Script/Engine.AnimInstance)
    void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic); // 0x456a1a0 [Final Native Public]
    void UnlinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass); // 0x456c8a0 [Final Native Public]
    APawn* TryGetPawnOwner(); // 0x45706d0 [Native Public]
    void StopSlotAnimation(float InBlendOutTime, const FName& SlotNodeName); // 0x456f160 [Final Native Public]
    void SnapshotPose(FPoseSnapshot& Snapshot); // 0x45704e0 [Native Public]
    void SetRootMotionMode(uint8 Value); // 0x4558b80 [Final Native Public]
    void SetReceiveNotifiesFromLinkedInstances(bool bSet); // 0x45703d0 [Final Native Public]
    void SetPropagateNotifiesToLinkedInstances(bool bSet); // 0x45702c0 [Final Native Public]
    void SetMorphTarget(const FName& MorphTargetName, float Value); // 0x456a4b0 [Final Native Public]
    void SavePoseSnapshot(const FName& SnapshotName); // 0x45705f0 [Native Public]
    void ResetDynamics(const ETeleportType& InTeleportType); // 0x4569860 [Final Native Public]
    UAnimMontage* PlaySlotAnimationAsDynamicMontage(UAnimSequenceBase* Asset, const FName& SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int32 LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt); // 0x456f2c0 [Final Native Public]
    float PlaySlotAnimation(UAnimSequenceBase* Asset, const FName& SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int32 LoopCount); // 0x456fc00 [Final Native Public]
    void Montage_StopGroupByName(float InBlendOutTime, const FName& GroupName); // 0x456e560 [Final Native Public]
    void Montage_Stop(float InBlendOutTime, UAnimMontage* Montage); // 0x456e6c0 [Final Native Public]
    void Montage_SetPosition(UAnimMontage* Montage, float NewPosition); // 0x456d390 [Final Native Public]
    void Montage_SetPlayRate(UAnimMontage* Montage, float NewPlayRate); // 0x456dad0 [Final Native Public]
    void Montage_SetNextSection(const FName& SectionNameToChange, const FName& NextSection, UAnimMontage* Montage); // 0x456dca0 [Final Native Public]
    void Montage_Resume(UAnimMontage* Montage); // 0x456e2d0 [Final Native Public]
    float Montage_Play(UAnimMontage* MontageToPlay, float InPlayRate, const EMontagePlayReturnType& ReturnValueType, float InTimeToStartMontageAt, bool bStopAllMontages); // 0x456e820 [Final Native Public]
    void Montage_Pause(UAnimMontage* Montage); // 0x456e420 [Final Native Public]
    void Montage_JumpToSectionsEnd(const FName& SectionName, UAnimMontage* Montage); // 0x456df10 [Final Native Public]
    void Montage_JumpToSection(const FName& SectionName, UAnimMontage* Montage); // 0x456e0f0 [Final Native Public]
    bool Montage_IsPlaying(UAnimMontage* Montage); // 0x456d840 [Final Native Public]
    bool Montage_IsActive(UAnimMontage* Montage); // 0x456d990 [Final Native Public]
    float Montage_GetPosition(UAnimMontage* Montage); // 0x456d580 [Final Native Public]
    float Montage_GetPlayRate(UAnimMontage* Montage); // 0x456d010 [Final Native Public]
    bool Montage_GetIsStopped(UAnimMontage* Montage); // 0x456d290 [Final Native Public]
    FName Montage_GetCurrentSection(UAnimMontage* Montage); // 0x456d6c0 [Final Native Public]
    float Montage_GetBlendTime(UAnimMontage* Montage); // 0x456d150 [Final Native Public]
    void LockAIResources(bool bLockMovement, bool LockAILogic); // 0x456a1a0 [Final Native Public]
    void LinkAnimGraphByTag(const FName& InTag, TSubclassOf<UAnimInstance> InClass); // 0x456ca80 [Final Native Public]
    void LinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass); // 0x456c990 [Final Native Public]
    bool IsSyncGroupBetweenMarkers(const FName& InSyncGroupName, const FName& PreviousMarker, const FName& NextMarker, bool bRespectMarkerOrder); // 0x4569ad0 [Final Native Public]
    bool IsPlayingSlotAnimation(UAnimSequenceBase* Asset, const FName& SlotNodeName); // 0x456ef40 [Final Native Public]
    bool IsAnyMontagePlaying(); // 0x456cfe0 [Final Native Public]
    bool HasMarkerBeenHitThisFrame(const FName& SyncGroup, const FName& MarkerName); // 0x4569e60 [Final Native Public]
    bool GetTimeToClosestMarker(const FName& SyncGroup, const FName& MarkerName, const float& OutMarkerTime); // 0x4569fd0 [Final Native Public]
    FMarkerSyncAnimPosition GetSyncGroupPosition(const FName& InSyncGroupName); // 0x4569940 [Final Native Public]
    float GetRelevantAnimTimeRemainingFraction(int32 MachineIndex, int32 StateIndex); // 0x456b110 [Final Native Public]
    float GetRelevantAnimTimeRemaining(int32 MachineIndex, int32 StateIndex); // 0x456b280 [Final Native Public]
    float GetRelevantAnimTimeFraction(int32 MachineIndex, int32 StateIndex); // 0x456abd0 [Final Native Public]
    float GetRelevantAnimTime(int32 MachineIndex, int32 StateIndex); // 0x456ae30 [Final Native Public]
    float GetRelevantAnimLength(int32 MachineIndex, int32 StateIndex); // 0x456afa0 [Final Native Public]
    bool GetReceiveNotifiesFromLinkedInstances(); // 0x45704b0 [Final Native Public]
    bool GetPropagateNotifiesToLinkedInstances(); // 0x45703a0 [Final Native Public]
    USkeletalMeshComponent* GetOwningComponent(); // 0x4570270 [Final Native Public]
    AActor* GetOwningActor(); // 0x4570290 [Final Native Public]
    void GetLinkedAnimLayerInstancesByGroup(const FName& InGroup, const TArray<void>& OutLinkedInstances); // 0x456c640 [Final Native Public]
    UAnimInstance* GetLinkedAnimLayerInstanceByGroupAndClass(const FName& InGroup, TSubclassOf<UAnimInstance> InClass); // 0x456c4d0 [Final Native Public]
    UAnimInstance* GetLinkedAnimLayerInstanceByGroup(const FName& InGroup); // 0x456c7b0 [Final Native Public]
    UAnimInstance* GetLinkedAnimLayerInstanceByClass(TSubclassOf<UAnimInstance> InClass); // 0x456c3e0 [Final Native Public]
    void GetLinkedAnimGraphInstancesByTag(const FName& InTag, const TArray<void>& OutLinkedInstances); // 0x456cd10 [Final Native Public]
    UAnimInstance* GetLinkedAnimGraphInstanceByTag(const FName& InTag); // 0x456ce80 [Final Native Public]
    float GetInstanceTransitionTimeElapsedFraction(int32 MachineIndex, int32 TransitionIndex); // 0x456b3f0 [Final Native Public]
    float GetInstanceTransitionTimeElapsed(int32 MachineIndex, int32 TransitionIndex); // 0x456b6b0 [Final Native Public]
    float GetInstanceTransitionCrossfadeDuration(int32 MachineIndex, int32 TransitionIndex); // 0x456b820 [Final Native Public]
    float GetInstanceStateWeight(int32 MachineIndex, int32 StateIndex); // 0x456ba80 [Final Native Public]
    float GetInstanceMachineWeight(int32 MachineIndex); // 0x456bbf0 [Final Native Public]
    float GetInstanceCurrentStateElapsedTime(int32 MachineIndex); // 0x456b990 [Final Native Public]
    float GetInstanceAssetPlayerTimeFromEndFraction(int32 AssetPlayerIndex); // 0x456bce0 [Final Native Public]
    float GetInstanceAssetPlayerTimeFromEnd(int32 AssetPlayerIndex); // 0x456beb0 [Final Native Public]
    float GetInstanceAssetPlayerTimeFraction(int32 AssetPlayerIndex); // 0x456c070 [Final Native Public]
    float GetInstanceAssetPlayerTime(int32 AssetPlayerIndex); // 0x456c160 [Final Native Public]
    float GetInstanceAssetPlayerLength(int32 AssetPlayerIndex); // 0x456c250 [Final Native Public]
    float GetCurveValue(const FName& CurveName); // 0x456aae0 [Final Native Public]
    FName GetCurrentStateName(int32 MachineIndex); // 0x456a620 [Final Native Public]
    UAnimMontage* GetCurrentActiveMontage(); // 0x456cf70 [Final Native Public]
    void GetAllCurveNames(const TArray<void>& OutNames); // 0x456a760 [Final Native Public]
    void GetActiveCurveNames(const EAnimCurveType& CurveType, const TArray<void>& OutNames); // 0x456a8b0 [Final Native Public]
    void ClearMorphTargets(); // 0x456a460 [Final Native Public]
    float CalculateDirection(const FVector& Velocity, const FRotator& BaseRotation); // 0x456a2e0 [Final Native Public]
    void BlueprintUpdateAnimation(float DeltaTimeX); // 0x274f500 [Event Public]
    void BlueprintPostEvaluateAnimation(); // 0x274f500 [Event Public]
    void BlueprintLinkedAnimationLayersInitialized(); // 0x274f500 [Event Public]
    void BlueprintInitializeAnimation(); // 0x274f500 [Event Public]
    void BlueprintBeginPlay(); // 0x274f500 [Event Public]

// UTimecodeProvider (/Script/Engine.TimecodeProvider)
    FTimecode GetTimecode(); // 0x476e210 [Final Native Public]
    ETimecodeProviderSynchronizationState GetSynchronizationState(); // 0x476e0b0 [Native Public]
    FQualifiedFrameTime GetQualifiedFrameTime(); // 0x476e340 [Native Public]
    FFrameRate GetFrameRate(); // 0x476e0e0 [Final Native Public]
    FTimecode GetDelayedTimecode(); // 0x476e120 [Final Native Public]
    FQualifiedFrameTime GetDelayedQualifiedFrameTime(); // 0x476e300 [Final Native Public]
    bool FetchTimecode(FQualifiedFrameTime& OutFrameTime); // 0x476e380 [Native Public]
    void FetchAndUpdate(); // 0x10ce7c0 [Native Public]

// UCameraModifier (/Script/Engine.CameraModifier)
    bool IsDisabled(); // 0x3636630 [Native Public]
    AActor* GetViewTarget(); // 0x3bdbe10 [Native Public]
    void EnableModifier(); // 0xf824f0 [Native Public]
    void DisableModifier(bool bImmediate); // 0x459ebc0 [Native Public]
    void BlueprintModifyPostProcess(float DeltaTime, const float& PostProcessBlendWeight, FPostProcessSettings& PostProcessSettings); // 0x274f500 [Event Public]
    void BlueprintModifyCamera(float DeltaTime, const FVector& ViewLocation, const FRotator& ViewRotation, float FOV, const FVector& NewViewLocation, const FRotator& NewViewRotation, const float& NewFOV); // 0x274f500 [Event Public]

// UInputComponent (/Script/Engine.InputComponent)
    bool WasControllerKeyJustReleased(const FKey& Key); // 0x4602110 [Final Native Private]
    bool WasControllerKeyJustPressed(const FKey& Key); // 0x4602110 [Final Native Private]
    bool IsControllerKeyDown(const FKey& Key); // 0x4602110 [Final Native Private]
    void GetTouchState(int32 FingerIndex, const float& LocationX, const float& LocationY, const bool& bIsCurrentlyPressed); // 0x4601de0 [Final Native Private]
    FVector GetControllerVectorKeyState(const FKey& Key); // 0x4601fd0 [Final Native Private]
    void GetControllerMouseDelta(const float& DeltaX, const float& DeltaY); // 0x4601b70 [Final Native Private]
    float GetControllerKeyTimeDown(const FKey& Key); // 0x4601ca0 [Final Native Private]
    void GetControllerAnalogStickState(uint8 WhichStick, const float& StickX, const float& StickY); // 0x46019e0 [Final Native Private]
    float GetControllerAnalogKeyState(const FKey& Key); // 0x4601ca0 [Final Native Private]

// AController (/Script/Engine.Controller)
    void UnPossess(); // 0x45b5080 [Final Native Public]
    void StopMovement(); // 0x45b5060 [Native Public]
    void SetInitialLocationAndRotation(const FVector& NewLocation, const FRotator& NewRotation); // 0x45b58d0 [Native Public]
    void SetIgnoreMoveInput(bool bNewMoveInput); // 0x45b4f80 [Native Public]
    void SetIgnoreLookInput(bool bNewLookInput); // 0x45b4e50 [Native Public]
    void SetControlRotation(const FRotator& NewRotation); // 0x45b5a60 [Native Public]
    void ResetIgnoreMoveInput(); // 0x45b4f60 [Native Public]
    void ResetIgnoreLookInput(); // 0x45b4e30 [Native Public]
    void ResetIgnoreInputFlags(); // 0x45b4de0 [Native Public]
    void ReceiveUnPossess(APawn* UnpossessedPawn); // 0x274f500 [Event Protected]
    void ReceivePossess(APawn* PossessedPawn); // 0x274f500 [Event Protected]
    void ReceiveInstigatedAnyDamage(float Damage, UDamageType* DamageType, AActor* DamagedActor, AActor* DamageCauser); // 0x274f500 [Event Protected]
    void Possess(APawn* InPawn); // 0x45b50a0 [Final Native Public]
    void OnRep_PlayerState(); // 0x2301a60 [Native Public]
    void OnRep_Pawn(); // 0x2301a80 [Native Public]
    bool LineOfSightTo(AActor* Other, const FVector& Viewpoint, bool bAlternateChecks); // 0x45b56c0 [Native Public]
    APawn* K2_GetPawn(); // 0x45b52a0 [Final Native Public]
    bool IsPlayerController(); // 0x45b5200 [Final Native Public]
    bool IsMoveInputIgnored(); // 0x45b4f30 [Native Public]
    bool IsLookInputIgnored(); // 0x45b4e00 [Native Public]
    bool IsLocalPlayerController(); // 0x45b51b0 [Final Native Public]
    bool IsLocalController(); // 0x45b5180 [Native Public]
    AActor* GetViewTarget(); // 0x45b5270 [Native Public]
    FRotator GetDesiredRotation(); // 0x45b5230 [Native Public]
    FRotator GetControlRotation(); // 0x45b5b40 [Native Public]
    void ClientSetRotation(const FRotator& NewRotation, bool bResetCamera); // 0x45b52c0 [Native Event Public]
    void ClientSetLocation(const FVector& NewLocation, const FRotator& NewRotation); // 0x45b5480 [Native Event Public]
    APlayerController* CastToPlayerController(); // 0x45b5650 [Final Native Public]

// APlayerController (/Script/Engine.PlayerController)
    bool WasInputKeyJustReleased(const FKey& Key); // 0x46f8d80 [Final Native Public]
    bool WasInputKeyJustPressed(const FKey& Key); // 0x46f8f20 [Final Native Public]
    void ToggleSpeaking(bool bInSpeaking); // 0x4700530 [Native Public]
    void TestServerLevelVisibilityChange(const FName& PackageName, const FName& Filename); // 0x46fbe90 [Final Native Private]
    void SwitchLevel(const FString& URL); // 0x47022e0 [Native Public]
    void StopHapticEffect(const EControllerHand& Hand); // 0x46fb9d0 [Final Native Public]
    void StartFire(uint8 FireModeNum); // 0x47006f0 [Native Public]
    void SetVirtualJoystickVisibility(bool bVisible); // 0x46f79c0 [Native Public]
    void SetViewTargetWithBlend(AActor* NewViewTarget, float BlendTime, uint8 BlendFunc, float BlendExp, bool bLockOutgoing); // 0x46f75d0 [Native Public]
    void SetName(const FString& S); // 0x47023d0 [Native Public]
    void SetMouseLocation(int32 X, int32 Y); // 0x47007c0 [Final Native Public]
    void SetMouseCursorWidget(uint8 Cursor, UUserWidget* CursorWidget); // 0x46fd060 [Final Native Public]
    void SetHapticsByValue(float Frequency, float Amplitude, const EControllerHand& Hand); // 0x46fb7e0 [Final Native Public]
    void SetDisableHaptics(bool bNewDisabled); // 0x46fb700 [Native Public]
    void SetControllerLightColor(const FColor& Color); // 0x46fb5f0 [Final Native Public]
    void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning); // 0x46f6c70 [Native Public]
    void SetAudioListenerOverride(USceneComponent* AttachToComponent, const FVector& Location, const FRotator& Rotation); // 0x46f72e0 [Final Native Public]
    void SetAudioListenerAttenuationOverride(USceneComponent* AttachToComponent, const FVector& AttenuationLocationOVerride); // 0x46f7050 [Final Native Public]
    void ServerViewSelf(const FViewTargetTransitionParams& TransitionParams); // 0x46f97d0 [Native Event Public]
    void ServerViewPrevPlayer(); // 0x46f9910 [Native Event Public]
    void ServerViewNextPlayer(); // 0x46f9970 [Native Event Public]
    void ServerVerifyViewTarget(); // 0x46f99d0 [Native Event Public]
    void ServerUpdateMultipleLevelsVisibility(const TArray<void>& LevelVisibilities); // 0x46f9a30 [Final Native Event Public]
    void ServerUpdateLevelVisibility(const FUpdateLevelVisibilityLevelInfo& LevelVisibility); // 0x46f9b80 [Final Native Event Public]
    void ServerUpdateCamera(const FVector_NetQuantize& CamLoc, int32 CamPitchAndYaw); // 0x46f9c90 [Native Event Public]
    void ServerUnmutePlayer(const FUniqueNetIdRepl& PlayerId); // 0x47001b0 [Native Event Public]
    void ServerToggleAILogging(); // 0x46f94d0 [Native Event Public]
    void ServerShortTimeout(); // 0x46f9e50 [Native Event Public]
    void ServerSetSpectatorWaiting(bool bWaiting); // 0x4702bc0 [Native Event Public]
    void ServerSetSpectatorLocation(const FVector& NewLoc, const FRotator& NewRot); // 0x46f9f70 [Native Event Public]
    void ServerRestartPlayer(); // 0x46fa140 [Native Event Public]
    void ServerPause(); // 0x46fa1a0 [Native Event Public]
    void ServerNotifyLoadedWorld(const FName& WorldPackageName); // 0x46fa200 [Final Native Event Public]
    void ServerMutePlayer(const FUniqueNetIdRepl& PlayerId); // 0x4700360 [Native Event Public]
    void ServerExecRPC(const FString& Msg); // 0x47027e0 [Native Event Public]
    void ServerExec(const FString& Msg); // 0x1a46190 [Final Native Public]
    void ServerCheckClientPossessionReliable(); // 0x46f9eb0 [Native Event Public]
    void ServerCheckClientPossession(); // 0x46f9f10 [Native Event Public]
    void ServerChangeName(const FString& S); // 0x46fa3e0 [Native Event Public]
    void ServerCamera(const FName& NewMode); // 0x46fa500 [Native Event Public]
    void ServerAcknowledgePossession(APawn* P); // 0x46fa610 [Native Event Public]
    void SendToConsole(const FString& Command); // 0x46ffca0 [Native Public]
    void RestartLevel(); // 0x21e05b0 [Native Public]
    void ResetControllerLightColor(); // 0x46fb580 [Final Native Public]
    bool ProjectWorldLocationToScreen(const FVector& WorldLocation, const FVector2D& ScreenLocation, bool bPlayerViewportRelative); // 0x4700920 [Final Native Public]
    void PlayHapticEffect(UHapticFeedbackEffect_Base* HapticEffect, const EControllerHand& Hand, float Scale, bool bLoop); // 0x46fbaa0 [Final Native Public]
    void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, uint8 Action, const FLatentActionInfo& LatentInfo); // 0x46fbfe0 [Final Native Private]
    void Pause(); // 0x47024c0 [Native Public]
    void OnServerStartedVisualLogger(bool bIsLogging); // 0x46f6b90 [Native Event Public]
    void LocalTravel(const FString& URL); // 0x4702900 [Native Public]
    void K2_ClientPlayForceFeedback(UForceFeedbackEffect* ForceFeedbackEffect, const FName& Tag, bool bLooping, bool bIgnoreTimeDilation, bool bPlayWhilePaused); // 0x46fc7c0 [Final Native Public]
    bool IsInputKeyDown(const FKey& Key); // 0x46f90c0 [Final Native Public]
    void GetViewportSize(const int32& SizeX, const int32& SizeY); // 0x46fd310 [Final Native Public]
    ASpectatorPawn* GetSpectatorPawn(); // 0x46f6b70 [Final Native Public]
    bool GetMousePosition(const float& LocationX, const float& LocationY); // 0x46f8130 [Final Native Public]
    FVector GetInputVectorKeyState(const FKey& Key); // 0x46f8960 [Final Native Public]
    void GetInputTouchState(uint8 FingerIndex, const float& LocationX, const float& LocationY, const bool& bIsCurrentlyPressed); // 0x46f8670 [Final Native Public]
    void GetInputMouseDelta(const float& DeltaX, const float& DeltaY); // 0x46f7d70 [Final Native Public]
    void GetInputMotionState(const FVector& Tilt, const FVector& RotationRate, const FVector& Gravity, const FVector& Acceleration); // 0x46f82b0 [Final Native Public]
    float GetInputKeyTimeDown(const FKey& Key); // 0x46f7ef0 [Final Native Public]
    void GetInputAnalogStickState(uint8 WhichStick, const float& StickX, const float& StickY); // 0x46f7b80 [Final Native Public]
    float GetInputAnalogKeyState(const FKey& Key); // 0x46f8b70 [Final Native Public]
    AHUD* GetHUD(); // 0x46fd2f0 [Final Native Public]
    bool GetHitResultUnderFingerForObjects(uint8 FingerIndex, const TArray<bool>& ObjectTypes, bool bTraceComplex, FHitResult& HitResult); // 0x4700f30 [Final Native Public]
    bool GetHitResultUnderFingerByChannel(uint8 FingerIndex, uint8 TraceChannel, bool bTraceComplex, FHitResult& HitResult); // 0x47012d0 [Final Native Public]
    bool GetHitResultUnderFinger(uint8 FingerIndex, uint8 TraceChannel, bool bTraceComplex, FHitResult& HitResult); // 0x4701690 [Final Native Public]
    bool GetHitResultUnderCursorForObjects(const TArray<bool>& ObjectTypes, bool bTraceComplex, FHitResult& HitResult); // 0x4701930 [Final Native Public]
    bool GetHitResultUnderCursorByChannel(uint8 TraceChannel, bool bTraceComplex, FHitResult& HitResult); // 0x4701c70 [Final Native Public]
    bool GetHitResultUnderCursor(uint8 TraceChannel, bool bTraceComplex, FHitResult& HitResult); // 0x4701fc0 [Final Native Public]
    FVector GetFocalLocation(); // 0x46f6b30 [Native Public]
    void FOV(float NewFOV); // 0x47029f0 [Native Public]
    void EnableCheats(); // 0x4702ac0 [Native Public]
    bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, const FVector& WorldLocation, const FVector& WorldDirection); // 0x4700b10 [Final Native Public]
    bool DeprojectMousePositionToWorld(const FVector& WorldLocation, const FVector& WorldDirection); // 0x4700db0 [Final Native Public]
    void ConsoleKey(const FKey& Key); // 0x46ffd90 [Native Public]
    void ClientWasKicked(const FText& KickReason); // 0x46faa70 [Native Event Public]
    void ClientVoiceHandshakeComplete(); // 0x4700510 [Native Event Public]
    void ClientUpdateMultipleLevelsStreamingStatus(const TArray<void>& LevelStatuses); // 0x46faba0 [Native Event Public]
    void ClientUpdateLevelStreamingStatus(const FName& PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex); // 0x46fac90 [Native Event Public]
    void ClientUnmutePlayer(const FUniqueNetIdRepl& PlayerId); // 0x46ffed0 [Native Event Public]
    void ClientTravelInternal(const FString& URL, uint8 TravelType, bool bSeamless, const FGuid& MapPackageGuid); // 0x46fafd0 [Native Event Public]
    void ClientTravel(const FString& URL, uint8 TravelType, bool bSeamless, const FGuid& MapPackageGuid); // 0x46fb270 [Final Native Public]
    void ClientTeamMessage(APlayerState* SenderPlayerState, const FString& S, const FName& Type, float MsgLifeTime); // 0x46f9530 [Native Event Public]
    void ClientStopForceFeedback(UForceFeedbackEffect* ForceFeedbackEffect, const FName& Tag); // 0x46fc4d0 [Native Event Public]
    void ClientStopCameraShakesFromSource(UCameraShakeSourceComponent* SourceComponent, bool bImmediately); // 0x46fcaf0 [Final Native Public]
    void ClientStopCameraShake(TSubclassOf<UCameraShakeBase> Shake, bool bImmediately); // 0x46fcc60 [Native Event Public]
    void ClientStopCameraAnim(UCameraAnim* AnimToStop); // 0x46fcdc0 [Native Event Public]
    void ClientStartOnlineSession(); // 0x46faa50 [Native Event Public]
    void ClientStartCameraShakeFromSource(TSubclassOf<UCameraShakeBase> Shake, UCameraShakeSourceComponent* SourceComponent); // 0x46fe8f0 [Final Native Public]
    void ClientStartCameraShake(TSubclassOf<UCameraShakeBase> Shake, float Scale, const ECameraShakePlaySpace& PlaySpace, const FRotator& UserPlaySpaceRot); // 0x46fea80 [Native Event Public]
    void ClientSpawnCameraLensEffect(TSubclassOf<AEmitterCameraLensEffectBase> LensEffectEmitterClass); // 0x3beb190 [Native Event Public]
    void ClientSetViewTarget(AActor* A, const FViewTargetTransitionParams& TransitionParams); // 0x46fcec0 [Native Event Public]
    void ClientSetSpectatorWaiting(bool bWaiting); // 0x4702ae0 [Native Event Public]
    void ClientSetHUD(TSubclassOf<AHUD> NewHUDClass); // 0x46fd490 [Native Event Public]
    void ClientSetForceMipLevelsToBeResident(UMaterialInterface* Material, float ForceDuration, int32 CinematicTextureGroups); // 0x46fd570 [Native Event Public]
    void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD); // 0x46fd760 [Native Event Public]
    void ClientSetCameraMode(const FName& NewCamMode); // 0x46fda20 [Native Event Public]
    void ClientSetCameraFade(bool bEnableFading, const FColor& FadeColor, const FVector2D& FadeAlpha, float FadeTime, bool bFadeAudio, bool bHoldWhenFinished); // 0x46fdb00 [Native Event Public]
    void ClientSetBlockOnAsyncLoading(); // 0x46fded0 [Native Event Public]
    void ClientReturnToMainMenuWithTextReason(const FText& ReturnReason); // 0x47025c0 [Native Event Public]
    void ClientReturnToMainMenu(const FString& ReturnReason); // 0x47026f0 [Native Event Public]
    void ClientRetryClientRestart(APawn* NewPawn); // 0x14a6a60 [Native Event Public]
    void ClientRestart(APawn* NewPawn); // 0x46fdef0 [Native Event Public]
    void ClientReset(); // 0x46fdfd0 [Native Event Public]
    void ClientRepObjRef(UObject* Object); // 0x47024e0 [Native Event Public]
    void ClientReceiveLocalizedMessage(TSubclassOf<ULocalMessage> Message, int32 SWITCH, APlayerState* RelatedPlayerState_1, APlayerState* RelatedPlayerState_2, UObject* OptionalObject); // 0x46fa720 [Native Event Public]
    void ClientPrestreamTextures(AActor* ForcedActor, float ForceDuration, bool bEnableStreaming, int32 CinematicTextureGroups); // 0x46fdff0 [Native Event Public]
    void ClientPrepareMapChange(const FName& LevelName, bool bFirst, bool bLast); // 0x46fe280 [Native Event Public]
    void ClientPlaySoundAtLocation(USoundBase* Sound, const FVector& Location, float VolumeMultiplier, float PitchMultiplier); // 0x46fe470 [Native Event Public]
    void ClientPlaySound(USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier); // 0x46fe710 [Native Event Public]
    void ClientPlayForceFeedback_Internal(UForceFeedbackEffect* ForceFeedbackEffect, const FForceFeedbackParameters& Params); // 0x46fc630 [Final Native Event Private]
    void ClientPlayCameraAnim(UCameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, const ECameraShakePlaySpace& Space, const FRotator& CustomPlaySpace); // 0x46fed20 [Native Event Public]
    void ClientMutePlayer(const FUniqueNetIdRepl& PlayerId); // 0x4700040 [Native Event Public]
    void ClientMessage(const FString& S, const FName& Type, float MsgLifeTime); // 0x46ff270 [Native Event Public]
    void ClientIgnoreMoveInput(bool bIgnore); // 0x46ff470 [Native Event Public]
    void ClientIgnoreLookInput(bool bIgnore); // 0x46ff550 [Native Event Public]
    void ClientGotoState(const FName& NewState); // 0x46ff630 [Native Event Public]
    void ClientGameEnded(AActor* EndGameFocus, bool bIsWinner); // 0x46ff710 [Native Event Public]
    void ClientForceGarbageCollection(); // 0x46ff870 [Native Event Public]
    void ClientFlushLevelStreaming(); // 0x46ff890 [Final Native Event Public]
    void ClientEndOnlineSession(); // 0x46faa30 [Native Event Public]
    void ClientEnableNetworkVoice(bool bEnable); // 0x4700610 [Native Event Public]
    void ClientCommitMapChange(); // 0x46ff950 [Native Event Public]
    void ClientClearCameraLensEffects(); // 0x46fcea0 [Native Event Public]
    void ClientCapBandwidth(int32 Cap); // 0x46ff970 [Native Event Public]
    void ClientCancelPendingMapChange(); // 0x46ffa50 [Native Event Public]
    void ClientAddTextureStreamingLoc(const FVector& InLoc, float Duration, bool bOverrideLocation); // 0x46ffa70 [Final Native Event Public]
    void ClearAudioListenerOverride(); // 0x46f72a0 [Final Native Public]
    void ClearAudioListenerAttenuationOverride(); // 0x46f7010 [Final Native Public]
    bool CanRestartPlayer(); // 0x46f6fe0 [Native Public]
    void Camera(const FName& NewMode); // 0x46f78e0 [Native Public]
    void AddYawInput(float Val); // 0x46f9330 [Native Public]
    void AddRollInput(float Val); // 0x46f9260 [Native Public]
    void AddPitchInput(float Val); // 0x46f9400 [Native Public]
    void ActivateTouchInterface(UTouchInterface* NewTouchInterface); // 0x46f7aa0 [Native Public]

// UPlayerInput (/Script/Engine.PlayerInput)
    void SetMouseSensitivity(float Sensitivity); // 0x4705d00 [Final Native Public]
    void SetBind(const FName& BindName, const FString& Command); // 0x4705ba0 [Final Native Public]
    void InvertAxisKey(const FKey& AxisKey); // 0x4705a70 [Final Native Public]
    void InvertAxis(const FName& AxisName); // 0x4705990 [Final Native Public]
    void ClearSmoothing(); // 0x4705970 [Final Native Public]

// UBoxComponent (/Script/Engine.BoxComponent)
    void SetBoxExtent(const FVector& InBoxExtent, bool bUpdateOverlaps); // 0x459bb60 [Final Native Public]
    FVector GetUnscaledBoxExtent(); // 0x459bad0 [Final Native Public]
    FVector GetScaledBoxExtent(); // 0x459bb00 [Final Native Public]

// USplineComponent (/Script/Engine.SplineComponent)
    void UpdateSpline(); // 0x475df30 [Native Public]
    void SetWorldLocationAtSplinePoint(int32 PointIndex, const FVector& InLocation); // 0x475aa80 [Final Native Public]
    void SetUpVectorAtSplinePoint(int32 PointIndex, const FVector& InUpVector, uint8 CoordinateSpace, bool bUpdateSpline); // 0x4759c80 [Final Native Public]
    void SetUnselectedSplineSegmentColor(const FLinearColor& SegmentColor); // 0x475c570 [Final Native Public]
    void SetTangentsAtSplinePoint(int32 PointIndex, const FVector& InArriveTangent, const FVector& InLeaveTangent, uint8 CoordinateSpace, bool bUpdateSpline); // 0x475a1d0 [Final Native Public]
    void SetTangentColor(const FLinearColor& TangentColor); // 0x475c570 [Final Native Public]
    void SetTangentAtSplinePoint(int32 PointIndex, const FVector& InTangent, uint8 CoordinateSpace, bool bUpdateSpline); // 0x475a6b0 [Final Native Public]
    void SetSplineWorldPoints(const TArray<void>& Points); // 0x475b190 [Final Native Public]
    void SetSplinePointType(int32 PointIndex, uint8 Type, bool bUpdateSpline); // 0x4758ea0 [Final Native Public]
    void SetSplinePoints(const TArray<uint8>& Points, uint8 CoordinateSpace, bool bUpdateSpline); // 0x475b290 [Final Native Public]
    void SetSplineLocalPoints(const TArray<void>& Points); // 0x475b090 [Final Native Public]
    void SetSelectedSplineSegmentColor(const FLinearColor& SegmentColor); // 0x475c570 [Final Native Public]
    void SetScaleAtSplinePoint(int32 PointIndex, const FVector& InScaleVector, bool bUpdateSpline); // 0x4759210 [Final Native Public]
    void SetRotationAtSplinePoint(int32 PointIndex, const FRotator& InRotation, uint8 CoordinateSpace, bool bUpdateSpline); // 0x4759420 [Final Native Public]
    void SetLocationAtSplinePoint(int32 PointIndex, const FVector& InLocation, uint8 CoordinateSpace, bool bUpdateSpline); // 0x475acd0 [Final Native Public]
    void SetDrawDebug(bool bShow); // 0x475c490 [Final Native Public]
    void SetDefaultUpVector(const FVector& UpVector, uint8 CoordinateSpace); // 0x47565d0 [Final Native Public]
    void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline); // 0x475c100 [Final Native Public]
    void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline); // 0x475c300 [Final Native Public]
    void RemoveSplinePoint(int32 Index, bool bUpdateSpline); // 0x475b660 [Final Native Public]
    bool IsClosedLoop(); // 0x475c0e0 [Final Native Public]
    FVector GetWorldTangentAtDistanceAlongSpline(float Distance); // 0x4755700 [Final Native Public]
    FRotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity); // 0x47538c0 [Final Native Public]
    FRotator GetWorldRotationAtDistanceAlongSpline(float Distance); // 0x4755420 [Final Native Public]
    FVector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity); // 0x4754340 [Final Native Public]
    FVector GetWorldLocationAtSplinePoint(int32 PointIndex); // 0x4758a60 [Final Native Public]
    FVector GetWorldLocationAtDistanceAlongSpline(float Distance); // 0x4755f90 [Final Native Public]
    FVector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity); // 0x4753f90 [Final Native Public]
    FVector GetWorldDirectionAtDistanceAlongSpline(float Distance); // 0x4755ab0 [Final Native Public]
    FVector GetVectorPropertyAtSplinePoint(int32 Index, const FName& PropertyName); // 0x4756880 [Final Native Public]
    FVector GetVectorPropertyAtSplineInputKey(float InKey, const FName& PropertyName); // 0x475c620 [Final Native Public]
    FVector GetUpVectorAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity); // 0x4753430 [Final Native Public]
    FVector GetUpVectorAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x4757d10 [Final Native Public]
    FVector GetUpVectorAtSplineInputKey(float InKey, uint8 CoordinateSpace); // 0x475d290 [Final Native Public]
    FVector GetUpVectorAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace); // 0x47550b0 [Final Native Public]
    FTransform GetTransformAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity, bool bUseScale); // 0x4752c40 [Final Native Public]
    FTransform GetTransformAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace, bool bUseScale); // 0x4757400 [Final Native Public]
    FTransform GetTransformAtSplineInputKey(float InKey, uint8 CoordinateSpace, bool bUseScale); // 0x475cd10 [Final Native Public]
    FTransform GetTransformAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace, bool bUseScale); // 0x4754800 [Final Native Public]
    FVector GetTangentAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity); // 0x4753c70 [Final Native Public]
    FVector GetTangentAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x4758270 [Final Native Public]
    FVector GetTangentAtSplineInputKey(float InKey, uint8 CoordinateSpace); // 0x475db10 [Final Native Public]
    FVector GetTangentAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace); // 0x4755890 [Final Native Public]
    uint8 GetSplinePointType(int32 PointIndex); // 0x47590e0 [Final Native Public]
    float GetSplineLength(); // 0x4756830 [Final Native Public]
    FVector GetScaleAtTime(float Time, bool bUseConstantVelocity); // 0x4752740 [Final Native Public]
    FVector GetScaleAtSplinePoint(int32 PointIndex); // 0x4757680 [Final Native Public]
    FVector GetScaleAtSplineInputKey(float InKey); // 0x475ca70 [Final Native Public]
    FVector GetScaleAtDistanceAlongSpline(float Distance); // 0x4754a60 [Final Native Public]
    FRotator GetRotationAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity); // 0x4753a50 [Final Native Public]
    FRotator GetRotationAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x47580a0 [Final Native Public]
    FRotator GetRotationAtSplineInputKey(float InKey, uint8 CoordinateSpace); // 0x475d5d0 [Final Native Public]
    FRotator GetRotationAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace); // 0x4755550 [Final Native Public]
    float GetRollAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity); // 0x4752980 [Final Native Public]
    float GetRollAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x47577b0 [Final Native Public]
    float GetRollAtSplineInputKey(float InKey, uint8 CoordinateSpace); // 0x475cb90 [Final Native Public]
    float GetRollAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace); // 0x4754ba0 [Final Native Public]
    FVector GetRightVectorAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity); // 0x4752fa0 [Final Native Public]
    FVector GetRightVectorAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x4757980 [Final Native Public]
    FVector GetRightVectorAtSplineInputKey(float InKey, uint8 CoordinateSpace); // 0x475cf50 [Final Native Public]
    FVector GetRightVectorAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace); // 0x4754d40 [Final Native Public]
    int32 GetNumberOfSplineSegments(); // 0x4758e50 [Final Native Public]
    int32 GetNumberOfSplinePoints(); // 0x4758e80 [Final Native Public]
    FVector GetLocationAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity); // 0x47544d0 [Final Native Public]
    FVector GetLocationAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x4758c00 [Final Native Public]
    FVector GetLocationAtSplineInputKey(float InKey, uint8 CoordinateSpace); // 0x475dd20 [Final Native Public]
    FVector GetLocationAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace); // 0x4756130 [Final Native Public]
    void GetLocationAndTangentAtSplinePoint(int32 PointIndex, const FVector& Location, const FVector& Tangent, uint8 CoordinateSpace); // 0x4756fd0 [Final Native Public]
    void GetLocalLocationAndTangentAtSplinePoint(int32 PointIndex, const FVector& LocalLocation, const FVector& LocalTangent); // 0x4756d50 [Final Native Public]
    FVector GetLeaveTangentAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x4758270 [Final Native Public]
    float GetInputKeyAtDistanceAlongSpline(float Distance); // 0x4756360 [Final Native Public]
    float GetFloatPropertyAtSplinePoint(int32 Index, const FName& PropertyName); // 0x4756a60 [Final Native Public]
    float GetFloatPropertyAtSplineInputKey(float InKey, const FName& PropertyName); // 0x475c810 [Final Native Public]
    float GetDistanceAlongSplineAtSplinePoint(int32 PointIndex); // 0x4756c30 [Final Native Public]
    float GetDistanceAlongSplineAtSplineInputKey(float InKey); // 0x475c980 [Final Native Public]
    FVector GetDirectionAtTime(float Time, uint8 CoordinateSpace, bool bUseConstantVelocity); // 0x4754120 [Final Native Public]
    FVector GetDirectionAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x4758710 [Final Native Public]
    FVector GetDirectionAtSplineInputKey(float InKey, uint8 CoordinateSpace); // 0x475d760 [Final Native Public]
    FVector GetDirectionAtDistanceAlongSpline(float Distance, uint8 CoordinateSpace); // 0x4755bd0 [Final Native Public]
    FVector GetDefaultUpVector(uint8 CoordinateSpace); // 0x4756450 [Final Native Public]
    FVector GetArriveTangentAtSplinePoint(int32 PointIndex, uint8 CoordinateSpace); // 0x47584c0 [Final Native Public]
    FVector FindUpVectorClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace); // 0x47513e0 [Final Native Public]
    FTransform FindTransformClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace, bool bUseScale); // 0x47507e0 [Final Native Public]
    FVector FindTangentClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace); // 0x4751a80 [Final Native Public]
    FVector FindScaleClosestToWorldLocation(const FVector& WorldLocation); // 0x4750b30 [Final Native Public]
    FRotator FindRotationClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace); // 0x47517f0 [Final Native Public]
    float FindRollClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace); // 0x4750d40 [Final Native Public]
    FVector FindRightVectorClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace); // 0x4750fd0 [Final Native Public]
    FVector FindLocationClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace); // 0x4752250 [Final Native Public]
    float FindInputKeyClosestToWorldLocation(const FVector& WorldLocation); // 0x4752580 [Final Native Public]
    FVector FindDirectionClosestToWorldLocation(const FVector& WorldLocation, uint8 CoordinateSpace); // 0x4751da0 [Final Native Public]
    void ClearSplinePoints(bool bUpdateSpline); // 0x475bf80 [Final Native Public]
    void AddSplineWorldPoint(const FVector& Position); // 0x475b580 [Final Native Public]
    void AddSplinePointAtIndex(const FVector& Position, int32 Index, uint8 CoordinateSpace, bool bUpdateSpline); // 0x475b7c0 [Final Native Public]
    void AddSplinePoint(const FVector& Position, uint8 CoordinateSpace, bool bUpdateSpline); // 0x475ba50 [Final Native Public]
    void AddSplineLocalPoint(const FVector& Position); // 0x475b4a0 [Final Native Public]
    void AddPoints(const TArray<bool>& Points, bool bUpdateSpline); // 0x475bc50 [Final Native Public]
    void AddPoint(FSplinePoint& Point, bool bUpdateSpline); // 0x475bde0 [Final Native Public]

// UStaticMeshComponent (/Script/Engine.StaticMeshComponent)
    bool SetStaticMesh(UStaticMesh* NewMesh); // 0x1a9b8f0 [Native Public]
    void SetReverseCulling(bool ReverseCulling); // 0x4765310 [Final Native Public]
    void SetForcedLodModel(int32 NewForcedLodModel); // 0x4765a00 [Final Native Public]
    void SetEvaluateWorldPositionOffsetInRayTracing(bool NewValue); // 0x47655a0 [Final Native Public]
    void SetDistanceFieldSelfShadowBias(float NewValue); // 0x47657a0 [Final Native Public]
    void OnRep_StaticMesh(UStaticMesh* OldStaticMesh); // 0x4765ad0 [Final Native Public]
    void GetLocalBounds(const FVector& Min, const FVector& Max); // 0x4765410 [Final Native Public]

// ACharacter (/Script/Engine.Character)
    void UnCrouch(bool bClientSimulation); // 0x45a6b20 [Native Public]
    void StopJumping(); // 0x45a7590 [Native Public]
    void StopAnimMontage(UAnimMontage* AnimMontage); // 0x45a71f0 [Native Public]
    void ServerMovePacked(const FCharacterServerMovePackedBits& PackedBits); // 0x45ab8e0 [Native Event Public]
    void ServerMoveOld(float OldTimeStamp, const FVector_NetQuantize10& OldAccel, uint8 OldMoveFlags); // 0x45a9260 [Native Event Public]
    void ServerMoveNoBase(float Timestamp, const FVector_NetQuantize10& InAccel, const FVector_NetQuantize100& ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode); // 0x45aac80 [Native Event Public]
    void ServerMoveDualNoBase(float TimeStamp0, const FVector_NetQuantize10& InAccel0, uint8 PendingFlags, uint32 View0, float Timestamp, const FVector_NetQuantize10& InAccel, const FVector_NetQuantize100& ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode); // 0x45a9d00 [Native Event Public]
    void ServerMoveDualHybridRootMotion(float TimeStamp0, const FVector_NetQuantize10& InAccel0, uint8 PendingFlags, uint32 View0, float Timestamp, const FVector_NetQuantize10& InAccel, const FVector_NetQuantize100& ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, UPrimitiveComponent* ClientMovementBase, const FName& ClientBaseBoneName, uint8 ClientMovementMode); // 0x45a94c0 [Native Event Public]
    void ServerMoveDual(float TimeStamp0, const FVector_NetQuantize10& InAccel0, uint8 PendingFlags, uint32 View0, float Timestamp, const FVector_NetQuantize10& InAccel, const FVector_NetQuantize100& ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, UPrimitiveComponent* ClientMovementBase, const FName& ClientBaseBoneName, uint8 ClientMovementMode); // 0x45aa440 [Native Event Public]
    void ServerMove(float Timestamp, const FVector_NetQuantize10& InAccel, const FVector_NetQuantize100& ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, UPrimitiveComponent* ClientMovementBase, const FName& ClientBaseBoneName, uint8 ClientMovementMode); // 0x45ab150 [Native Event Public]
    void RootMotionDebugClientPrintOnScreen(const FString& inString); // 0x45a69a0 [Native Event Public]
    float PlayAnimMontage(UAnimMontage* AnimMontage, float InPlayRate, const FName& StartSectionName); // 0x45a72d0 [Native Public]
    void OnWalkingOffLedge(const FVector& PreviousFloorImpactNormal, const FVector& PreviousFloorContactNormal, const FVector& PreviousLocation, float TimeDelta); // 0x45a6ce0 [Native Event Public]
    void OnRep_RootMotion(); // 0x45a6890 [Final Native Public]
    void OnRep_ReplicatedBasedMovement(); // 0x45a76a0 [Native Public]
    void OnRep_ReplayLastTransformUpdateTimeStamp(); // 0x45a7670 [Final Native Public]
    void OnRep_IsCrouched(); // 0x45a75d0 [Native Public]
    void OnLaunched(const FVector& LaunchVelocity, bool bXYOverride, bool bZOverride); // 0x274f500 [Event Public]
    void OnLanded(FHitResult& Hit); // 0x274f500 [Event Public]
    void OnJumped(); // 0x45a6f90 [Native Event Public]
    void LaunchCharacter(const FVector& LaunchVelocity, bool bXYOverride, bool bZOverride); // 0x45a6fb0 [Native Public]
    void K2_UpdateCustomMovement(float DeltaTime); // 0x274f500 [Event Public]
    void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust); // 0x274f500 [Event Public]
    void K2_OnMovementModeChanged(uint8 PrevMovementMode, uint8 NewMovementMode, uint8 PrevCustomMode, uint8 NewCustomMode); // 0x274f500 [Event Public]
    void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust); // 0x274f500 [Event Public]
    void Jump(); // 0x45a75b0 [Native Public]
    bool IsPlayingRootMotion(); // 0x45a6840 [Final Native Public]
    bool IsPlayingNetworkedRootMotionMontage(); // 0x45a67a0 [Final Native Public]
    bool IsJumpProvidingForce(); // 0x45a74c0 [Native Public]
    bool HasAnyRootMotion(); // 0x45a67f0 [Final Native Public]
    UAnimMontage* GetCurrentMontage(); // 0x45a71c0 [Final Native Public]
    FVector GetBaseTranslationOffset(); // 0x45a7640 [Final Native Public]
    FRotator GetBaseRotationOffsetRotator(); // 0x45a75f0 [Final Native Public]
    float GetAnimRootMotionTranslationScale(); // 0x45a6780 [Final Native Public]
    void Crouch(bool bClientSimulation); // 0x45a6c00 [Native Public]
    void ClientVeryShortAdjustPosition(float Timestamp, const FVector& NewLoc, UPrimitiveComponent* NewBase, const FName& NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode); // 0x45a8880 [Native Event Public]
    void ClientMoveResponsePacked(const FCharacterMoveResponsePackedBits& PackedBits); // 0x45ab720 [Native Event Public]
    void ClientCheatWalk(); // 0x45a6ad0 [Native Event Public]
    void ClientCheatGhost(); // 0x45a6a90 [Native Event Public]
    void ClientCheatFly(); // 0x45a6ab0 [Native Event Public]
    void ClientAdjustRootMotionSourcePosition(float Timestamp, const FRootMotionSourceGroup& ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, const FVector& ServerLoc, const FVector_NetQuantizeNormal& ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, const FName& ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode); // 0x45a7840 [Native Event Public]
    void ClientAdjustRootMotionPosition(float Timestamp, float ServerMontageTrackPosition, const FVector& ServerLoc, const FVector_NetQuantizeNormal& ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, const FName& ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode); // 0x45a82a0 [Native Event Public]
    void ClientAdjustPosition(float Timestamp, const FVector& NewLoc, const FVector& NewVel, UPrimitiveComponent* NewBase, const FName& NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode); // 0x45a8cb0 [Native Event Public]
    void ClientAckGoodMove(float Timestamp); // 0x45a9180 [Native Event Public]
    bool CanJumpInternal(); // 0x45a74f0 [Native Event Protected]
    bool CanJump(); // 0x45a7520 [Final Native Public]
    bool CanCrouch(); // 0x45a6af0 [Native Public]
    void CacheInitialMeshOffset(const FVector& MeshRelativeLocation, const FRotator& MeshRelativeRotation); // 0x45a76c0 [Native Public]

// UCameraShakeBase (/Script/Engine.CameraShakeBase)
    void SetRootShakePattern(UCameraShakePattern* InPattern); // 0x459f6f0 [Final Native Public]
    UCameraShakePattern* GetRootShakePattern(); // 0x15e5f40 [Final Native Public]

// UCharacterMovementComponent (/Script/Engine.CharacterMovementComponent)
    void SetWalkableFloorZ(float InWalkableFloorZ); // 0x45adf20 [Final Native Public]
    void SetWalkableFloorAngle(float InWalkableFloorAngle); // 0x45ae010 [Final Native Public]
    void SetMovementMode(uint8 NewMovementMode, uint8 NewCustomMode); // 0x45aec50 [Native Public]
    void SetGroupsToIgnoreMask(FNavAvoidanceMask& GroupMask); // 0x1b86030 [Final Native Public]
    void SetGroupsToIgnore(int32 GroupFlags); // 0x1b86110 [Final Native Public]
    void SetGroupsToAvoidMask(FNavAvoidanceMask& GroupMask); // 0x1b861f0 [Final Native Public]
    void SetGroupsToAvoid(int32 GroupFlags); // 0x1b862d0 [Final Native Public]
    void SetAvoidanceGroupMask(FNavAvoidanceMask& GroupMask); // 0x1b863b0 [Final Native Public]
    void SetAvoidanceGroup(int32 GroupFlags); // 0x1b86490 [Final Native Public]
    void SetAvoidanceEnabled(bool bEnable); // 0x45aedb0 [Final Native Public]
    float K2_GetWalkableFloorZ(); // 0x45adff0 [Final Native Public]
    float K2_GetWalkableFloorAngle(); // 0x45ae120 [Final Native Public]
    float K2_GetModifiedMaxAcceleration(); // 0x228a400 [Native Public]
    void K2_FindFloor(const FVector& CapsuleLocation, FFindFloorResult& FloorResult); // 0x45add50 [Native Public]
    void K2_ComputeFloorDist(const FVector& CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, FFindFloorResult& FloorResult); // 0x45ad9f0 [Native Public]
    bool IsWalking(); // 0x45aec20 [Final Native Public]
    bool IsWalkable(FHitResult& Hit); // 0x45ae140 [Native Public]
    float GetValidPerchRadius(); // 0x45ae270 [Final Native Public]
    float GetPerchRadiusThreshold(); // 0x45ae2a0 [Final Native Public]
    UPrimitiveComponent* GetMovementBase(); // 0x45aebc0 [Final Native Public]
    float GetMinAnalogSpeed(); // 0x45ae830 [Native Public]
    float GetMaxJumpHeightWithJumpTime(); // 0x45ae870 [Native Public]
    float GetMaxJumpHeight(); // 0x45ae8b0 [Native Public]
    float GetMaxBrakingDeceleration(); // 0x45ae7b0 [Native Public]
    float GetMaxAcceleration(); // 0x45ae7f0 [Native Public]
    FVector GetLastUpdateVelocity(); // 0x45aeef0 [Final Native Public]
    FRotator GetLastUpdateRotation(); // 0x45aef20 [Final Native Public]
    FVector GetLastUpdateLocation(); // 0x45aef70 [Final Native Public]
    FVector GetImpartedMovementBaseVelocity(); // 0x45aeb80 [Native Public]
    FVector GetCurrentAcceleration(); // 0x45ae780 [Final Native Public]
    ACharacter* GetCharacterOwner(); // 0x224fa40 [Final Native Public]
    float GetAnalogInputModifier(); // 0x23a0bf0 [Final Native Public]
    void DisableMovement(); // 0x45aec00 [Native Public]
    void ClearAccumulatedForces(); // 0x45ae760 [Native Public]
    void CapsuleTouched(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& SweepResult); // 0x45ad640 [Native Protected]
    void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration); // 0x45ae8f0 [Native Public]
    void AddImpulse(const FVector& Impulse, bool bVelocityChange); // 0x45ae5d0 [Native Public]
    void AddForce(const FVector& Force); // 0x45ae4f0 [Native Public]
    void AddExternalTranslationOffset(const FVector& InTranslationOffset); // 0x45ae2d0 [Final Native Public]
    void AddExternalRotationOffset(const FRotator& InRotationOffset); // 0x45ae3e0 [Final Native Public]

// UCheatManager (/Script/Engine.CheatManager)
    void Walk(); // 0x36115f0 [Native Public]
    void ViewSelf(); // 0x21b85b0 [Native Public]
    void ViewPlayer(const FString& S); // 0x45b1380 [Native Public]
    void ViewClass(TSubclassOf<AActor> DesiredClass); // 0x45b11c0 [Native Public]
    void ViewActor(const FName& ActorName); // 0x45b12a0 [Native Public]
    void UpdateSafeArea(); // 0x45affd0 [Final Native Public]
    void ToggleServerStatReplicatorUpdateStatNet(); // 0x45afff0 [Final Native Public]
    void ToggleServerStatReplicatorClientOverwrite(); // 0x45b0010 [Final Native Public]
    void ToggleDebugCamera(); // 0x21e2f00 [Native Public]
    void ToggleAILogging(); // 0x21e2ee0 [Native Public]
    void TestCollisionDistance(); // 0x45b0b20 [Native Public]
    void Teleport(); // 0x10ce6e0 [Native Public]
    void Summon(const FString& ClassName); // 0x45b1470 [Native Public]
    void StreamLevelOut(const FName& PackageName); // 0x45b0f20 [Native Public]
    void StreamLevelIn(const FName& PackageName); // 0x45b10e0 [Native Public]
    void SpawnServerStatReplicator(); // 0x45b0050 [Final Native Public]
    void Slomo(float NewTimeDilation); // 0x45b1710 [Native Public]
    void SetWorldOrigin(); // 0x45b01f0 [Final Native Public]
    void SetMouseSensitivityToDefault(); // 0x45b01d0 [Native Public]
    void ServerToggleAILogging(); // 0x45b0ec0 [Native Event Public]
    void ReceiveInitCheatManager(); // 0x274f500 [Event Public]
    void ReceiveEndPlay(); // 0x274f500 [Event Public]
    void PlayersOnly(); // 0x21b85d0 [Native Public]
    void OnlyLoadLevel(const FName& PackageName); // 0x45b1000 [Native Public]
    void LogLoc(); // 0x45b0310 [Native Public]
    void InvertMouse(); // 0xf9cb20 [Native Public]
    void God(); // 0xf824f0 [Native Public]
    void Ghost(); // 0x45b17e0 [Native Public]
    void FreezeFrame(float Delay); // 0x45b1820 [Native Public]
    void Fly(); // 0x45b1800 [Native Public]
    void FlushLog(); // 0x45b0330 [Native Public]
    void EnableDebugCamera(); // 0x45affb0 [Native Protected]
    void DumpVoiceMutingState(); // 0x45b0aa0 [Native Public]
    void DumpPartyState(); // 0x45b0ae0 [Native Public]
    void DumpOnlineSessionState(); // 0x45b0b00 [Native Public]
    void DumpChatState(); // 0x45b0ac0 [Native Public]
    void DisableDebugCamera(); // 0x45aff90 [Native Protected]
    void DestroyTarget(); // 0x21e2fe0 [Native Public]
    void DestroyServerStatReplicator(); // 0x45b0030 [Final Native Public]
    void DestroyPawns(TSubclassOf<APawn> aClass); // 0x3bd7aa0 [Native Public]
    void DestroyAllPawnsExceptTarget(); // 0x21b48a0 [Native Public]
    void DestroyAll(TSubclassOf<AActor> aClass); // 0x45b1560 [Native Public]
    void DebugCapsuleSweepSize(float HalfHeight, float Radius); // 0x45b0d50 [Native Public]
    void DebugCapsuleSweepPawn(); // 0x45b0b60 [Native Public]
    void DebugCapsuleSweepComplex(bool bTraceComplex); // 0x45b0ba0 [Native Public]
    void DebugCapsuleSweepClear(); // 0x45b0b40 [Native Public]
    void DebugCapsuleSweepChannel(uint8 Channel); // 0x45b0c80 [Native Public]
    void DebugCapsuleSweepCapture(); // 0x45b0b80 [Native Public]
    void DebugCapsuleSweep(); // 0x21e2ea0 [Native Public]
    void DamageTarget(float DamageAmount); // 0x45b1640 [Native Public]
    void CheatScript(const FString& ScriptName); // 0x45b0090 [Final Native Public]
    void ChangeSize(float F); // 0x3d2f3c0 [Native Public]
    void BugItStringCreator(const FVector& ViewLocation, const FRotator& ViewRotation, const FString& GoString, const FString& LocString); // 0x45b0350 [Native Public]
    void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll); // 0x45b0700 [Native Public]
    void BugIt(const FString& ScreenShotDescription); // 0x45b0610 [Native Public]

// UChildActorComponent (/Script/Engine.ChildActorComponent)
    void SetChildActorClass(TSubclassOf<AActor> InClass); // 0x45b2690 [Final Native Public]

// UDecalComponent (/Script/Engine.DecalComponent)
    void SetSortOrder(int32 Value); // 0x45bd5c0 [Final Native Public]
    void SetFadeScreenSize(float NewFadeScreenSize); // 0x45bd6a0 [Final Native Public]
    void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade); // 0x45bd930 [Final Native Public]
    void SetFadeIn(float StartDelay, float Duaration); // 0x45bd780 [Final Native Public]
    void SetDecalMaterial(UMaterialInterface* NewDecalMaterial); // 0x45bd4e0 [Final Native Public]
    float GetFadeStartDelay(); // 0x45bdb60 [Final Native Public]
    float GetFadeInStartDelay(); // 0x45bdb40 [Final Native Public]
    float GetFadeInDuration(); // 0x45bdb20 [Final Native Public]
    float GetFadeDuration(); // 0x23362a0 [Final Native Public]
    UMaterialInterface* GetDecalMaterial(); // 0x22456a0 [Final Native Public]
    UMaterialInstanceDynamic* CreateDynamicMaterialInstance(); // 0x1a78110 [Native Public]

// AGameModeBase (/Script/Engine.GameModeBase)
    void StartPlay(); // 0x17d7fa0 [Native Public]
    APawn* SpawnDefaultPawnFor(AController* NewPlayer, AActor* StartSpot); // 0x45d3480 [Native Event Public]
    APawn* SpawnDefaultPawnAtTransform(AController* NewPlayer, FTransform& SpawnTransform); // 0x45d32d0 [Native Event Public]
    bool ShouldReset(AActor* ActorToReset); // 0x45d44d0 [Native Event Public]
    void ReturnToMainMenuHost(); // 0x45d4490 [Native Public]
    void RestartPlayerAtTransform(AController* NewPlayer, FTransform& SpawnTransform); // 0x45d35f0 [Native Public]
    void RestartPlayerAtPlayerStart(AController* NewPlayer, AActor* StartSpot); // 0x45d37a0 [Native Public]
    void RestartPlayer(AController* NewPlayer); // 0x45d3900 [Native Public]
    void ResetLevel(); // 0x45d44b0 [Native Public]
    bool PlayerCanRestart(APlayerController* Player); // 0x45d39e0 [Native Event Public]
    bool MustSpectate(APlayerController* NewPlayerController); // 0x45d42c0 [Native Event Public]
    void K2_PostLogin(APlayerController* NewPlayer); // 0x274f500 [Event Public]
    void K2_OnSwapPlayerControllers(APlayerController* OldPC, APlayerController* NewPC); // 0x274f500 [Event Protected]
    void K2_OnRestartPlayer(AController* NewPlayer); // 0x274f500 [Event Public]
    void K2_OnLogout(AController* ExitingController); // 0x274f500 [Event Public]
    void K2_OnChangeName(AController* Other, const FString& NewName, bool bNameChange); // 0x274f500 [Event Public]
    AActor* K2_FindPlayerStart(AController* Player, const FString& IncomingName); // 0x45d3ad0 [Final Native Public]
    void InitStartSpot(AActor* StartSpot, AController* NewPlayer); // 0x45d3170 [Native Event Public]
    void InitializeHUDForPlayer(APlayerController* NewPlayer); // 0x22f80b0 [Native Event Protected]
    bool HasMatchStarted(); // 0x45b5180 [Native Public]
    bool HasMatchEnded(); // 0x45d45c0 [Native Public]
    void HandleStartingNewPlayer(APlayerController* NewPlayer); // 0x45d43b0 [Native Event Public]
    int32 GetNumSpectators(); // 0x45d45f0 [Native Public]
    int32 GetNumPlayers(); // 0x45d4620 [Native Public]
    TSubclassOf<UObject> GetDefaultPawnClassForController(AController* InController); // 0x45d4650 [Native Event Public]
    AActor* FindPlayerStart(AController* Player, const FString& IncomingName); // 0x45d3cd0 [Native Event Public]
    AActor* ChoosePlayerStart(AController* Player); // 0x45d3e60 [Native Event Public]
    void ChangeName(AController* Controller, const FString& NewName, bool bNameChange); // 0x45d3f50 [Native Public]
    bool CanSpectate(APlayerController* Viewer, APlayerState* ViewTarget); // 0x45d4150 [Native Event Public]

// AGameMode (/Script/Engine.GameMode)
    void StartMatch(); // 0x45d2e50 [Native Public]
    void SetBandwidthLimit(float AsyncIOBandwidthLimit); // 0x45d2c00 [Native Public]
    void Say(const FString& Msg); // 0x45d2cd0 [Native Public]
    void RestartGame(); // 0x45d2e10 [Native Public]
    bool ReadyToStartMatch(); // 0x45d2dc0 [Native Event Protected]
    bool ReadyToEndMatch(); // 0x45a6af0 [Native Event Protected]
    void K2_OnSetMatchState(const FName& NewState); // 0x274f500 [Event Protected]
    bool IsMatchInProgress(); // 0x45d2e70 [Native Public]
    FName GetMatchState(); // 0x3631870 [Final Native Public]
    void EndMatch(); // 0x45d2e30 [Native Public]
    void AbortMatch(); // 0x45d2df0 [Native Public]

// AGameStateBase (/Script/Engine.GameStateBase)
    void OnRep_SpectatorClass(); // 0x2301a60 [Native Protected]
    void OnRep_ReplicatedWorldTimeSeconds(); // 0x17d7fa0 [Native Protected]
    void OnRep_ReplicatedHasBegunPlay(); // 0x2301a40 [Native Protected]
    void OnRep_GameModeClass(); // 0x2301a80 [Native Protected]
    bool HasMatchStarted(); // 0x14ab270 [Native Public]
    bool HasMatchEnded(); // 0x45f3470 [Native Public]
    bool HasBegunPlay(); // 0x45f34a0 [Native Public]
    float GetServerWorldTimeSeconds(); // 0x45f34d0 [Native Public]
    float GetPlayerStartTime(AController* Controller); // 0x45f3380 [Native Public]
    float GetPlayerRespawnDelay(AController* Controller); // 0x45f3290 [Native Public]

// AGameState (/Script/Engine.GameState)
    void OnRep_MatchState(); // 0x45f2ff0 [Native Public]
    void OnRep_ElapsedTime(); // 0x45d44b0 [Native Public]

// UGameViewportClient (/Script/Engine.GameViewportClient)
    void SSSwapControllers(); // 0x15e0eb0 [Native Public]
    void ShowTitleSafeArea(); // 0x10ce7c0 [Native Public]
    void SetConsoleTarget(int32 PlayerIndex); // 0x45f7070 [Native Public]

// USpringArmComponent (/Script/Engine.SpringArmComponent)
    bool IsCollisionFixApplied(); // 0x47623f0 [Final Native Public]
    FVector GetUnfixedCameraPosition(); // 0x4762410 [Final Native Public]
    FRotator GetTargetRotation(); // 0x4762440 [Final Native Public]

// ASkeletalMeshActor (/Script/Engine.SkeletalMeshActor)
    void OnRep_ReplicatedPhysAsset(); // 0x22115c0 [Native Public]
    void OnRep_ReplicatedMesh(); // 0x22116d0 [Native Public]
    void OnRep_ReplicatedMaterial1(); // 0xfa2f30 [Native Public]
    void OnRep_ReplicatedMaterial0(); // 0xe95340 [Native Public]

// UParticleSystemComponent (/Script/Engine.ParticleSystemComponent)
    void SetTrailSourceData(const FName& InFirstSocketName, const FName& InSecondSocketName, uint8 InWidthMode, float InWidth); // 0x46e4390 [Final Native Public]
    void SetTemplate(UParticleSystem* NewTemplate); // 0x46e49d0 [Final Native Public]
    void SetMaterialParameter(const FName& ParameterName, UMaterialInterface* Param); // 0x46e4ab0 [Final Native Public]
    void SetBeamTargetTangent(int32 EmitterIndex, const FVector& NewTangentPoint, int32 TargetIndex); // 0x46e5aa0 [Native Public]
    void SetBeamTargetStrength(int32 EmitterIndex, float NewTargetStrength, int32 TargetIndex); // 0x46e58b0 [Native Public]
    void SetBeamTargetPoint(int32 EmitterIndex, const FVector& NewTargetPoint, int32 TargetIndex); // 0x46e5c90 [Native Public]
    void SetBeamSourceTangent(int32 EmitterIndex, const FVector& NewTangentPoint, int32 SourceIndex); // 0x46e6070 [Native Public]
    void SetBeamSourceStrength(int32 EmitterIndex, float NewSourceStrength, int32 SourceIndex); // 0x46e5e80 [Native Public]
    void SetBeamSourcePoint(int32 EmitterIndex, const FVector& NewSourcePoint, int32 SourceIndex); // 0x46e6260 [Native Public]
    void SetBeamEndPoint(int32 EmitterIndex, const FVector& NewEndPoint); // 0x46e6450 [Native Public]
    void SetAutoAttachParams(USceneComponent* Parent, const FName& SocketName, uint8 LocationType); // 0x46e65d0 [Final Native Public]
    int32 GetNumActiveParticles(); // 0x46e49a0 [Final Native Public]
    UMaterialInterface* GetNamedMaterial(const FName& InName); // 0x46e4130 [Native Public]
    bool GetBeamTargetTangent(int32 EmitterIndex, int32 TargetIndex, const FVector& OutTangentPoint); // 0x46e4df0 [Native Public]
    bool GetBeamTargetStrength(int32 EmitterIndex, int32 TargetIndex, const float& OutTargetStrength); // 0x46e4c10 [Native Public]
    bool GetBeamTargetPoint(int32 EmitterIndex, int32 TargetIndex, const FVector& OutTargetPoint); // 0x46e4fd0 [Native Public]
    bool GetBeamSourceTangent(int32 EmitterIndex, int32 SourceIndex, const FVector& OutTangentPoint); // 0x46e5390 [Native Public]
    bool GetBeamSourceStrength(int32 EmitterIndex, int32 SourceIndex, const float& OutSourceStrength); // 0x46e51b0 [Native Public]
    bool GetBeamSourcePoint(int32 EmitterIndex, int32 SourceIndex, const FVector& OutSourcePoint); // 0x46e5570 [Native Public]
    bool GetBeamEndPoint(int32 EmitterIndex, const FVector& OutEndPoint); // 0x46e5750 [Native Public]
    void GenerateParticleEvent(const FName& InEventName, float InEmitterTime, const FVector& InLocation, const FVector& InDirection, const FVector& InVelocity); // 0x46e3d90 [Final Native Public]
    void EndTrails(); // 0x46e4670 [Final Native Public]
    UMaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(const FName& InName, UMaterialInterface* SourceMaterial); // 0x46e4220 [Native Public]
    void BeginTrails(const FName& InFirstSocketName, const FName& InSecondSocketName, uint8 InWidthMode, float InWidth); // 0x46e4690 [Final Native Public]

// APlayerCameraManager (/Script/Engine.PlayerCameraManager)
    void SwapPendingViewTargetWhenUsingClientSideCameraUpdates(); // 0x46f3e40 [Final Native Protected]
    void StopCameraShake(UCameraShakeBase* ShakeInstance, bool bImmediately); // 0x46f5330 [Native Public]
    void StopCameraFade(); // 0x2289580 [Native Public]
    void StopCameraAnimInst(UCameraAnimInst* AnimInst, bool bImmediate); // 0x46f3f60 [Native Public]
    void StopAllInstancesOfCameraShakeFromSource(TSubclassOf<UCameraShakeBase> Shake, UCameraShakeSourceComponent* SourceComponent, bool bImmediately); // 0x46f4f00 [Native Public]
    void StopAllInstancesOfCameraShake(TSubclassOf<UCameraShakeBase> Shake, bool bImmediately); // 0x46f51d0 [Native Public]
    void StopAllInstancesOfCameraAnim(UCameraAnim* Anim, bool bImmediate); // 0x46f40c0 [Native Public]
    void StopAllCameraShakesFromSource(UCameraShakeSourceComponent* SourceComponent, bool bImmediately); // 0x46f4da0 [Native Public]
    void StopAllCameraShakes(bool bImmediately); // 0x46f50f0 [Native Public]
    void StopAllCameraAnims(bool bImmediate); // 0x46f3e80 [Native Public]
    UCameraShakeBase* StartCameraShakeFromSource(TSubclassOf<UCameraShakeBase> ShakeClass, UCameraShakeSourceComponent* SourceComponent, float Scale, const ECameraShakePlaySpace& PlaySpace, const FRotator& UserPlaySpaceRot); // 0x46f5490 [Native Public]
    UCameraShakeBase* StartCameraShake(TSubclassOf<UCameraShakeBase> ShakeClass, float Scale, const ECameraShakePlaySpace& PlaySpace, const FRotator& UserPlaySpaceRot); // 0x46f57e0 [Native Public]
    void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, const FLinearColor& Color, bool bShouldFadeAudio, bool bHoldWhenFinished); // 0x46f4a00 [Native Public]
    void SetManualCameraFade(float InFadeAmount, const FLinearColor& Color, bool bInFadeAudio); // 0x46f4810 [Native Public]
    void SetGameCameraCutThisFrame(); // 0x46f3e60 [Final Native Public]
    bool RemoveCameraModifier(UCameraModifier* ModifierToRemove); // 0x46f5cf0 [Native Public]
    void RemoveCameraLensEffect(AEmitterCameraLensEffectBase* Emitter); // 0x46f5aa0 [Native Public]
    UCameraAnimInst* PlayCameraAnim(UCameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, const ECameraShakePlaySpace& PlaySpace, const FRotator& UserPlaySpaceRot); // 0x46f4220 [Native Public]
    void PhotographyCameraModify(const FVector& NewCameraLocation, const FVector& PreviousCameraLocation, const FVector& OriginalCameraLocation, const FVector& ResultCameraLocation); // 0x46f5ff0 [Native Event Public]
    void OnPhotographySessionStart(); // 0xfa2f30 [Native Event Public]
    void OnPhotographySessionEnd(); // 0xe95340 [Native Event Public]
    void OnPhotographyMultiPartCaptureStart(); // 0x22115c0 [Native Event Public]
    void OnPhotographyMultiPartCaptureEnd(); // 0x22116d0 [Native Event Public]
    APlayerController* GetOwningPlayerController(); // 0x46f5fc0 [Native Public]
    float GetFOVAngle(); // 0x45ae870 [Native Public]
    FRotator GetCameraRotation(); // 0x46f5cb0 [Native Public]
    FVector GetCameraLocation(); // 0x46f5c70 [Native Public]
    UCameraModifier* FindCameraModifierByClass(TSubclassOf<UCameraModifier> ModifierClass); // 0x46f5de0 [Native Public]
    void ClearCameraLensEffects(); // 0x45a75d0 [Native Public]
    bool BlueprintUpdateCamera(AActor* CameraTarget, const FVector& NewCameraLocation, const FRotator& NewCameraRotation, const float& NewCameraFOV); // 0x274f500 [Event Public]
    UCameraModifier* AddNewCameraModifier(TSubclassOf<UCameraModifier> ModifierClass); // 0x46f5ed0 [Native Public]
    AEmitterCameraLensEffectBase* AddCameraLensEffect(TSubclassOf<AEmitterCameraLensEffectBase> LensEffectEmitterClass); // 0x46f5b80 [Native Public]

// APlayerState (/Script/Engine.PlayerState)
    void ReceiveOverrideWith(APlayerState* OldPlayerState); // 0x274f500 [Event Protected]
    void ReceiveCopyProperties(APlayerState* NewPlayerState); // 0x274f500 [Event Protected]
    void OnRep_UniqueId(); // 0xfa2f10 [Native Public]
    void OnRep_Score(); // 0x22116d0 [Native Public]
    void OnRep_PlayerName(); // 0x22115c0 [Native Public]
    void OnRep_PlayerId(); // 0xfa2f30 [Native Public]
    void OnRep_bIsInactive(); // 0xe95340 [Native Public]
    bool IsOnlyASpectator(); // 0x4706080 [Final Native Public]
    FString GetPlayerName(); // 0x47060b0 [Final Native Public]

// UProjectileMovementComponent (/Script/Engine.ProjectileMovementComponent)
    void StopSimulating(FHitResult& HitResult); // 0x4718c90 [Native Public]
    void SetVelocityInLocalSpace(const FVector& NewVelocity); // 0x4718db0 [Native Public]
    void SetInterpolatedComponent(USceneComponent* Component); // 0x4718bb0 [Native Public]
    void ResetInterpolation(); // 0x21d2a40 [Native Public]
    void OnProjectileStopDelegate__DelegateSignature(FHitResult& ImpactResult); // 0x274f500 [Public]
    void OnProjectileBounceDelegate__DelegateSignature(FHitResult& ImpactResult, const FVector& ImpactVelocity); // 0x274f500 [Public]
    void MoveInterpolationTarget(const FVector& NewLocation, const FRotator& NewRotation); // 0x4718a20 [Native Public]
    FVector LimitVelocity(const FVector& NewVelocity); // 0x47188f0 [Final Native Public]
    bool IsVelocityUnderSimulationThreshold(); // 0x4718e90 [Final Native Public]
    bool IsInterpolationComplete(); // 0x47189f0 [Final Native Public]

// UArrowComponent (/Script/Engine.ArrowComponent)
    void SetArrowColor(const FLinearColor& NewColor); // 0x457deb0 [Native Public]

// AWorldSettings (/Script/Engine.WorldSettings)
    void OnRep_WorldGravityZ(); // 0x22116d0 [Native Public]

// USphereComponent (/Script/Engine.SphereComponent)
    void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps); // 0x474fc30 [Final Native Public]
    float GetUnscaledSphereRadius(); // 0x45a5770 [Final Native Public]
    float GetShapeScale(); // 0x45a53e0 [Final Native Public]
    float GetScaledSphereRadius(); // 0x474fbe0 [Final Native Public]

// AStaticMeshActor (/Script/Engine.StaticMeshActor)
    void SetMobility(uint8 InMobility); // 0x4764e20 [Final Native Public]

// ACameraActor (/Script/Engine.CameraActor)
    int32 GetAutoActivatePlayerIndex(); // 0x459d530 [Final Native Public]

// ASkyLight (/Script/Engine.SkyLight)
    void OnRep_bEnabled(); // 0x22116d0 [Native Public]

// UInstancedStaticMeshComponent (/Script/Engine.InstancedStaticMeshComponent)
    bool UpdateInstanceTransform(int32 InstanceIndex, FTransform& NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport); // 0x4605540 [Native Public]
    bool SetCustomDataValue(int32 InstanceIndex, int32 CustomDataIndex, float CustomDataValue, bool bMarkRenderStateDirty); // 0x4605b20 [Native Public]
    void SetCullDistances(int32 StartCullDistance, int32 EndCullDistance); // 0x4604b30 [Final Native Public]
    bool RemoveInstance(int32 InstanceIndex); // 0x4604ce0 [Native Public]
    bool GetInstanceTransform(int32 InstanceIndex, FTransform& OutInstanceTransform, bool bWorldSpace); // 0x46058d0 [Final Native Public]
    TArray<void> GetInstancesOverlappingSphere(const FVector& Center, float Radius, bool bSphereInWorldSpace); // 0x46048d0 [Native Public]
    TArray<void> GetInstancesOverlappingBox(const FBox& Box, bool bBoxInWorldSpace); // 0x4604700 [Native Public]
    int32 GetInstanceCount(); // 0x4604ca0 [Final Native Public]
    void ClearInstances(); // 0x4604cc0 [Native Public]
    bool BatchUpdateInstancesTransforms(int32 StartInstanceIndex, const TArray<bool>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport); // 0x46051e0 [Native Public]
    bool BatchUpdateInstancesTransform(int32 StartInstanceIndex, int32 NumInstances, FTransform& NewInstancesTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport); // 0x4604dd0 [Native Public]
    int32 AddInstanceWorldSpace(FTransform& WorldTransform); // 0x4605da0 [Final Native Public]
    TArray<void> AddInstances(const TArray<bool>& InstanceTransforms, bool bShouldReturnIndices); // 0x4605ef0 [Native Public]
    int32 AddInstance(FTransform& InstanceTransform); // 0x46060d0 [Native Public]

// UHierarchicalInstancedStaticMeshComponent (/Script/Engine.HierarchicalInstancedStaticMeshComponent)
    bool RemoveInstances(const TArray<bool>& InstancesToRemove); // 0x45f7e90 [Final Native Public]

// UMaterialInterface (/Script/Engine.MaterialInterface)
    void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int32 CinematicTextureGroups, bool bFastResponse); // 0x46c9550 [Native Public]
    UPhysicalMaterialMask* GetPhysicalMaterialMask(); // 0x46c9ba0 [Native Public]
    UPhysicalMaterial* GetPhysicalMaterialFromMap(int32 Index); // 0x46c9ab0 [Native Public]
    UPhysicalMaterial* GetPhysicalMaterial(); // 0x3bdbe10 [Native Public]
    FMaterialParameterInfo GetParameterInfo(uint8 Association, const FName& ParameterName, UMaterialFunctionInterface* LayerFunction); // 0x46c9880 [Final Native Public]
    UMaterial* GetBaseMaterial(); // 0x1abcaf0 [Final Native Public]

// UMaterialInstanceConstant (/Script/Engine.MaterialInstanceConstant)
    FLinearColor K2_GetVectorParameterValue(const FName& ParameterName); // 0x46c6b90 [Final Native Public]
    UTexture* K2_GetTextureParameterValue(const FName& ParameterName); // 0x46c6d00 [Final Native Public]
    float K2_GetScalarParameterValue(const FName& ParameterName); // 0x46c6e80 [Final Native Public]

// UCameraComponent (/Script/Engine.CameraComponent)
    void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD); // 0x459e3a0 [Final Native Public]
    void SetProjectionMode(uint8 InProjectionMode); // 0x459e2d0 [Final Native Public]
    void SetPostProcessBlendWeight(float InPostProcessBlendWeight); // 0x459e200 [Final Native Public]
    void SetOrthoWidth(float InOrthoWidth); // 0x459e7d0 [Final Native Public]
    void SetOrthoNearClipPlane(float InOrthoNearClipPlane); // 0x459e700 [Final Native Public]
    void SetOrthoFarClipPlane(float InOrthoFarClipPlane); // 0x459e630 [Final Native Public]
    void SetFieldOfView(float InFieldOfView); // 0x3c64100 [Native Public]
    void SetConstraintAspectRatio(bool bInConstrainAspectRatio); // 0x459e480 [Final Native Public]
    void SetAspectRatio(float InAspectRatio); // 0x459e560 [Final Native Public]
    void RemoveBlendable(const TScriptInterface<IBlendableInterface>& InBlendableObject); // 0x459dc70 [Final Native Public]
    void OnCameraMeshHiddenChanged(); // 0xf824b0 [Final Native Protected]
    void GetCameraView(float DeltaTime, FMinimalViewInfo& DesiredView); // 0x459dfe0 [Native Public]
    void AddOrUpdateBlendable(const TScriptInterface<IBlendableInterface>& InBlendableObject, float InWeight); // 0x459ddf0 [Final Native Public]

// AAmbientSound (/Script/Engine.AmbientSound)
    void Stop(); // 0x4564e50 [Final Native Public]
    void Play(float StartTime); // 0x4564e80 [Final Native Public]
    void FadeOut(float FadeOutDuration, float FadeVolumeLevel); // 0x45650d0 [Final Native Public]
    void FadeIn(float FadeInDuration, float FadeVolumeLevel); // 0x4565250 [Final Native Public]
    void AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel); // 0x4564f50 [Final Native Public]

// UAnimSequenceBase (/Script/Engine.AnimSequenceBase)
    float GetPlayLength(); // 0x4579f20 [Native Public]

// UAnimMontage (/Script/Engine.AnimMontage)
    float GetDefaultBlendOutTime(); // 0x4573d70 [Final Native Public]

// UAnimNotifyState_Trail (/Script/Engine.AnimNotifyState_Trail)
    UParticleSystem* OverridePSTemplate(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation); // 0x274f500 [Event Public]

// UAnimSingleNodeInstance (/Script/Engine.AnimSingleNodeInstance)
    void StopAnim(); // 0x457a520 [Final Native Public]
    void SetReverse(bool bInReverse); // 0x457ad60 [Final Native Public]
    void SetPreviewCurveOverride(const FName& PoseName, float Value, bool bRemoveIfZero); // 0x457a100 [Final Native Public]
    void SetPositionWithPreviousTime(float InPosition, float InPreviousTime, bool bFireNotifies); // 0x457aa00 [Final Native Public]
    void SetPosition(float InPosition, bool bFireNotifies); // 0x457abf0 [Final Native Public]
    void SetPlayRate(float InPlayRate); // 0x457af30 [Final Native Public]
    void SetPlaying(bool bIsPlaying); // 0x457a7b0 [Final Native Public]
    void SetLooping(bool bIsLooping); // 0x457b000 [Final Native Public]
    void SetBlendSpaceInput(const FVector& InBlendInput); // 0x457a890 [Final Native Public]
    void SetAnimationAsset(UAnimationAsset* NewAsset, bool bIsLooping, float InPlayRate); // 0x457a330 [Native Public]
    void PlayAnim(bool bIsLooping, float InPlayRate, float InStartPosition); // 0x457a540 [Final Native Public]
    float GetLength(); // 0x457a780 [Final Native Public]
    UAnimationAsset* GetAnimationAsset(); // 0x457a300 [Native Public]

// UAsyncActionHandleSaveGame (/Script/Engine.AsyncActionHandleSaveGame)
    UAsyncActionHandleSaveGame* AsyncSaveGameToSlot(UObject* WorldContextObject, USaveGame* SaveGameObject, const FString& SlotName, int32 UserIndex); // 0x45801f0 [Final Native Static Public]
    UAsyncActionHandleSaveGame* AsyncLoadGameFromSlot(UObject* WorldContextObject, const FString& SlotName, int32 UserIndex); // 0x457ff20 [Final Native Static Public]

// UAsyncActionLoadPrimaryAsset (/Script/Engine.AsyncActionLoadPrimaryAsset)
    UAsyncActionLoadPrimaryAsset* AsyncLoadPrimaryAsset(UObject* WorldContextObject, const FPrimaryAssetId& PrimaryAsset, const TArray<UAsyncActionLoadPrimaryAsset*>& LoadBundles); // 0x4580970 [Final Native Static Public]

// UAsyncActionLoadPrimaryAssetClass (/Script/Engine.AsyncActionLoadPrimaryAssetClass)
    UAsyncActionLoadPrimaryAssetClass* AsyncLoadPrimaryAssetClass(UObject* WorldContextObject, const FPrimaryAssetId& PrimaryAsset, const TArray<UAsyncActionLoadPrimaryAssetClass*>& LoadBundles); // 0x4580c90 [Final Native Static Public]

// UAsyncActionLoadPrimaryAssetList (/Script/Engine.AsyncActionLoadPrimaryAssetList)
    UAsyncActionLoadPrimaryAssetList* AsyncLoadPrimaryAssetList(UObject* WorldContextObject, const TArray<TArray<UAsyncActionLoadPrimaryAssetList*>>& PrimaryAssetList, const TArray<UAsyncActionLoadPrimaryAssetList*>& LoadBundles); // 0x4580fb0 [Final Native Static Public]

// UAsyncActionLoadPrimaryAssetClassList (/Script/Engine.AsyncActionLoadPrimaryAssetClassList)
    UAsyncActionLoadPrimaryAssetClassList* AsyncLoadPrimaryAssetClassList(UObject* WorldContextObject, const TArray<TArray<UAsyncActionLoadPrimaryAssetClassList*>>& PrimaryAssetList, const TArray<UAsyncActionLoadPrimaryAssetClassList*>& LoadBundles); // 0x45812d0 [Final Native Static Public]

// UAsyncActionChangePrimaryAssetBundles (/Script/Engine.AsyncActionChangePrimaryAssetBundles)
    UAsyncActionChangePrimaryAssetBundles* AsyncChangeBundleStateForPrimaryAssetList(UObject* WorldContextObject, const TArray<TArray<TArray<UAsyncActionChangePrimaryAssetBundles*>>>& PrimaryAssetList, const TArray<TArray<UAsyncActionChangePrimaryAssetBundles*>>& AddBundles, const TArray<UAsyncActionChangePrimaryAssetBundles*>& RemoveBundles); // 0x45815f0 [Final Native Static Public]
    UAsyncActionChangePrimaryAssetBundles* AsyncChangeBundleStateForMatchingPrimaryAssets(UObject* WorldContextObject, const TArray<TArray<UAsyncActionChangePrimaryAssetBundles*>>& NewBundles, const TArray<UAsyncActionChangePrimaryAssetBundles*>& OldBundles); // 0x4581920 [Final Native Static Public]

// UAtmosphericFogComponent (/Script/Engine.AtmosphericFogComponent)
    void StartPrecompute(); // 0xf824b0 [Final Native Public]
    void SetSunMultiplier(float NewSunMultiplier); // 0x45828f0 [Final Native Public]
    void SetStartDistance(float NewStartDistance); // 0x45823b0 [Final Native Public]
    void SetPrecomputeParams(float DensityHeight, int32 MaxScatteringOrder, int32 InscatterAltitudeSampleNum); // 0x4581f10 [Final Native Public]
    void SetFogMultiplier(float NewFogMultiplier); // 0x4582810 [Final Native Public]
    void SetDistanceScale(float NewDistanceScale); // 0x4582570 [Final Native Public]
    void SetDistanceOffset(float NewDistanceOffset); // 0x45822d0 [Final Native Public]
    void SetDensityOffset(float NewDensityOffset); // 0x4582650 [Final Native Public]
    void SetDensityMultiplier(float NewDensityMultiplier); // 0x4582730 [Final Native Public]
    void SetDefaultLightColor(const FLinearColor& NewLightColor); // 0x45829d0 [Final Native Public]
    void SetDefaultBrightness(float NewBrightness); // 0x4582ad0 [Final Native Public]
    void SetAltitudeScale(float NewAltitudeScale); // 0x4582490 [Final Native Public]
    void DisableSunDisk(bool NewSunDisk); // 0x45821e0 [Final Native Public]
    void DisableGroundScattering(bool NewGroundScattering); // 0x45820e0 [Final Native Public]

// UAudioComponent (/Script/Engine.AudioComponent)
    void StopDelayed(float DelayTime); // 0x45857e0 [Final Native Public]
    void Stop(); // 0x21d2a40 [Native Public]
    void SetWaveParameter(const FName& InName, USoundWave* InWave); // 0x4585040 [Final Native Public]
    void SetVolumeMultiplier(float NewVolumeMultiplier); // 0x4584cb0 [Final Native Public]
    void SetUISound(bool bInUISound); // 0x4584a80 [Final Native Public]
    void SetSubmixSend(USoundSubmixBase* Submix, float SendLevel); // 0x4584720 [Final Native Public]
    void SetSourceBusSendPreEffect(USoundSourceBus* SoundSourceBus, float SourceBusSendLevel); // 0x45845b0 [Final Native Public]
    void SetSourceBusSendPostEffect(USoundSourceBus* SoundSourceBus, float SourceBusSendLevel); // 0x4584440 [Final Native Public]
    void SetSound(USoundBase* NewSound); // 0x45862d0 [Final Native Public]
    void SetPitchMultiplier(float NewPitchMultiplier); // 0x4584be0 [Final Native Public]
    void SetPaused(bool bPause); // 0x4585700 [Final Native Public]
    void SetOutputToBusOnly(bool bInOutputToBusOnly); // 0x4583ed0 [Final Native Public]
    void SetLowPassFilterFrequency(float InLowPassFilterFrequency); // 0x4583fb0 [Final Native Public]
    void SetLowPassFilterEnabled(bool InLowPassFilterEnabled); // 0x4584080 [Final Native Public]
    void SetIntParameter(const FName& InName, int32 inInt); // 0x4584d80 [Final Native Public]
    void SetFloatParameter(const FName& InName, float InFloat); // 0x4585310 [Final Native Public]
    void SetBoolParameter(const FName& InName, bool InBool); // 0x4584ee0 [Final Native Public]
    void SetAudioBusSendPreEffect(UAudioBus* AudioBus, float AudioBusSendLevel); // 0x45842d0 [Final Native Public]
    void SetAudioBusSendPostEffect(UAudioBus* AudioBus, float AudioBusSendLevel); // 0x4584160 [Final Native Public]
    void PlayQuantized(UObject* WorldContextObject, const UQuartzClockHandle*& InClockHandle, FQuartzQuantizationBoundary& InQuantizationBoundary, const FScriptDelegate& InDelegate, float InStartTime, float InFadeInDuration, float InFadeVolumeLevel, const EAudioFaderCurve& InFadeCurve); // 0x45858b0 [Native Public]
    void Play(float StartTime); // 0x4585da0 [Native Public]
    bool IsVirtualized(); // 0x45856a0 [Final Native Public]
    bool IsPlaying(); // 0x45856d0 [Native Public]
    bool HasCookedFFTData(); // 0x4583e80 [Final Native Public]
    bool HasCookedAmplitudeEnvelopeData(); // 0x4583e30 [Final Native Public]
    EAudioComponentPlayState GetPlayState(); // 0x4585670 [Final Native Public]
    bool GetCookedFFTDataForAllPlayingSounds(const TArray<bool>& OutSoundWaveSpectralData); // 0x4583b40 [Final Native Public]
    bool GetCookedFFTData(const TArray<TArray<bool>>& FrequenciesToGet, const TArray<bool>& OutSoundWaveSpectralData); // 0x4583c70 [Final Native Public]
    bool GetCookedEnvelopeDataForAllPlayingSounds(const TArray<bool>& OutEnvelopeData); // 0x4583950 [Final Native Public]
    bool GetCookedEnvelopeData(const float& OutEnvelopeData); // 0x4583a50 [Final Native Public]
    void FadeOut(float FadeOutDuration, float FadeVolumeLevel, const EAudioFaderCurve& FadeCurve); // 0x4585e70 [Native Public]
    void FadeIn(float FadeInDuration, float FadeVolumeLevel, float StartTime, const EAudioFaderCurve& FadeCurve); // 0x4586050 [Native Public]
    bool BP_GetAttenuationSettingsToApply(FSoundAttenuationSettings& OutAttenuationSettings); // 0x45837f0 [Final Native Public]
    void AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel, const EAudioFaderCurve& FadeCurve); // 0x4585470 [Final Native Public]
    void AdjustAttenuation(FSoundAttenuationSettings& InAttenuationSettings); // 0x4584880 [Final Native Public]

// AAudioVolume (/Script/Engine.AudioVolume)
    void SetSubmixSendSettings(const TArray<void>& NewSubmixSendSettings); // 0x45885c0 [Final Native Public]
    void SetSubmixOverrideSettings(const TArray<void>& NewSubmixOverrideSettings); // 0x4588490 [Final Native Public]
    void SetReverbSettings(FReverbSettings& NewReverbSettings); // 0x4588810 [Final Native Public]
    void SetPriority(float NewPriority); // 0x4588a80 [Final Native Public]
    void SetInteriorSettings(FInteriorSettings& NewInteriorSettings); // 0x45886f0 [Final Native Public]
    void SetEnabled(bool bNewEnabled); // 0x4588970 [Final Native Public]
    void OnRep_bEnabled(); // 0x23a3700 [Final Native Private]

// UAutoDestroySubsystem (/Script/Engine.AutoDestroySubsystem)
    void OnActorEndPlay(AActor* Actor, uint8 EndPlayReason); // 0x4588ec0 [Final Native Private]

// UAvoidanceManager (/Script/Engine.AvoidanceManager)
    bool RegisterMovementComponent(UMovementComponent* MovementComp, float AvoidanceWeight); // 0x4589dd0 [Final Native Public]
    int32 GetObjectCount(); // 0x4589ff0 [Final Native Public]
    int32 GetNewAvoidanceUID(); // 0x4589fc0 [Final Native Public]
    FVector GetAvoidanceVelocityForComponent(UMovementComponent* MovementComp); // 0x4589c70 [Final Native Public]

// UBillboardComponent (/Script/Engine.BillboardComponent)
    void SetUV(int32 NewU, int32 NewUL, int32 NewV, int32 NewVL); // 0x458a730 [Native Public]
    void SetSpriteAndUV(UTexture2D* NewSprite, int32 NewU, int32 NewUL, int32 NewV, int32 NewVL); // 0x458a430 [Native Public]
    void SetSprite(UTexture2D* NewSprite); // 0x14a67c0 [Native Public]

// UBlueprintMapLibrary (/Script/Engine.BlueprintMapLibrary)
    void SetMapPropertyByName(UObject* Object, const FName& PropertyName, TMap<int32, void>& Value); // 0x458f020 [Final Native Static Public]
    void Map_Values(TMap<TArray<void>, int32>& TargetMap, const TArray<void>& Values); // 0x458e950 [Final Native Static Public]
    bool Map_Remove(TMap<int32, int32>& TargetMap, const int32& Key); // 0x458e180 [Final Native Static Public]
    int32 Map_Length(TMap<int32, int32>& TargetMap); // 0x458ed50 [Final Native Static Public]
    void Map_Keys(TMap<TArray<void>, int32>& TargetMap, const TArray<void>& Keys); // 0x458e7a0 [Final Native Static Public]
    bool Map_Find(TMap<int32, int32>& TargetMap, const int32& Key, const int32& Value); // 0x458e420 [Final Native Static Public]
    bool Map_Contains(TMap<int32, int32>& TargetMap, const int32& Key); // 0x458eb00 [Final Native Static Public]
    void Map_Clear(TMap<int32, void>& TargetMap); // 0x458ee80 [Final Native Static Public]
    void Map_Add(TMap<int32, int32>& TargetMap, const int32& Key, const int32& Value); // 0x458ddb0 [Final Native Static Public]

// UBlueprintPathsLibrary (/Script/Engine.BlueprintPathsLibrary)
    FString VideoCaptureDir(); // 0x45951d0 [Final Native Static Public]
    void ValidatePath(const FString& InPath, const bool& bDidSucceed, FText& OutReason); // 0x4591400 [Final Native Static Public]
    void Split(const FString& InPath, const FString& PathPart, const FString& FilenamePart, const FString& ExtensionPart); // 0x4591140 [Final Native Static Public]
    FString SourceConfigDir(); // 0x45954d0 [Final Native Static Public]
    bool ShouldSaveToUserDir(); // 0x4596300 [Final Native Static Public]
    FString ShaderWorkingDir(); // 0x4595770 [Final Native Static Public]
    void SetProjectFilePath(const FString& NewGameProjectFilePath); // 0x45941c0 [Final Native Static Public]
    FString SetExtension(const FString& InPath, const FString& InNewExtension); // 0x4593820 [Final Native Static Public]
    FString ScreenShotDir(); // 0x45952d0 [Final Native Static Public]
    FString SandboxesDir(); // 0x45953d0 [Final Native Static Public]
    FString RootDir(); // 0x4595ba0 [Final Native Static Public]
    void RemoveDuplicateSlashes(const FString& InPath, const FString& OutPath); // 0x45928a0 [Final Native Static Public]
    FString ProjectUserDir(); // 0x4595a00 [Final Native Static Public]
    FString ProjectSavedDir(); // 0x45958c0 [Final Native Static Public]
    FString ProjectPluginsDir(); // 0x45956f0 [Final Native Static Public]
    FString ProjectPersistentDownloadDir(); // 0x4595550 [Final Native Static Public]
    FString ProjectModsDir(); // 0x4595670 [Final Native Static Public]
    FString ProjectLogDir(); // 0x4595150 [Final Native Static Public]
    FString ProjectIntermediateDir(); // 0x4595840 [Final Native Static Public]
    FString ProjectDir(); // 0x4595a80 [Final Native Static Public]
    FString ProjectContentDir(); // 0x4595980 [Final Native Static Public]
    FString ProjectConfigDir(); // 0x45954d0 [Final Native Static Public]
    FString ProfilingDir(); // 0x4595350 [Final Native Static Public]
    void NormalizeFilename(const FString& InPath, const FString& OutPath); // 0x4593210 [Final Native Static Public]
    void NormalizeDirectoryName(const FString& InPath, const FString& OutPath); // 0x4592c50 [Final Native Static Public]
    FString MakeValidFileName(const FString& inString, const FString& InReplacementChar); // 0x4591650 [Final Native Static Public]
    void MakeStandardFilename(const FString& InPath, const FString& OutPath); // 0x45926d0 [Final Native Static Public]
    void MakePlatformFilename(const FString& InPath, const FString& OutPath); // 0x4592500 [Final Native Static Public]
    bool MakePathRelativeTo(const FString& InPath, const FString& InRelativeTo, const FString& OutPath); // 0x4592280 [Final Native Static Public]
    FString LaunchDir(); // 0x4596280 [Final Native Static Public]
    bool IsSamePath(const FString& PathA, const FString& PathB); // 0x4592e20 [Final Native Static Public]
    bool IsRestrictedPath(const FString& InPath); // 0x4594980 [Final Native Static Public]
    bool IsRelative(const FString& InPath); // 0x45933e0 [Final Native Static Public]
    bool IsProjectFilePathSet(); // 0x4594420 [Final Native Static Public]
    bool IsDrive(const FString& InPath); // 0x4593510 [Final Native Static Public]
    bool HasProjectPersistentDownloadDir(); // 0x1a26110 [Final Native Static Public]
    TArray<void> GetToolTipLocalizationPaths(); // 0x4594af0 [Final Native Static Public]
    TArray<void> GetRestrictedFolderNames(); // 0x4594a70 [Final Native Static Public]
    FString GetRelativePathToRoot(); // 0x4591100 [Final Native Static Public]
    TArray<void> GetPropertyNameLocalizationPaths(); // 0x4594b30 [Final Native Static Public]
    FString GetProjectFilePath(); // 0x4594330 [Final Native Static Public]
    FString GetPath(const FString& InPath); // 0x4593be0 [Final Native Static Public]
    FString GetInvalidFileSystemChars(); // 0x4591840 [Final Native Static Public]
    TArray<void> GetGameLocalizationPaths(); // 0x4594ab0 [Final Native Static Public]
    FString GetExtension(const FString& InPath, bool bIncludeDot); // 0x4594000 [Final Native Static Public]
    TArray<void> GetEngineLocalizationPaths(); // 0x4594bb0 [Final Native Static Public]
    TArray<void> GetEditorLocalizationPaths(); // 0x4594b70 [Final Native Static Public]
    FString GetCleanFilename(const FString& InPath); // 0x4593ed0 [Final Native Static Public]
    FString GetBaseFilename(const FString& InPath, bool bRemovePath); // 0x4593d10 [Final Native Static Public]
    FString GeneratedConfigDir(); // 0x4595450 [Final Native Static Public]
    FString GameUserDeveloperDir(); // 0x4594d90 [Final Native Static Public]
    FString GameSourceDir(); // 0x4594620 [Final Native Static Public]
    FString GameDevelopersDir(); // 0x4594e10 [Final Native Static Public]
    FString GameAgnosticSavedDir(); // 0x4594900 [Final Native Static Public]
    bool FileExists(const FString& InPath); // 0x4593710 [Final Native Static Public]
    FString FeaturePackDir(); // 0x4594480 [Final Native Static Public]
    FString EnterprisePluginsDir(); // 0x4595e00 [Final Native Static Public]
    FString EnterpriseFeaturePackDir(); // 0x4595cc0 [Final Native Static Public]
    FString EnterpriseDir(); // 0x4595e80 [Final Native Static Public]
    FString EngineVersionAgnosticUserDir(); // 0x4596100 [Final Native Static Public]
    FString EngineUserDir(); // 0x4596180 [Final Native Static Public]
    FString EngineSourceDir(); // 0x45947c0 [Final Native Static Public]
    FString EngineSavedDir(); // 0x4594900 [Final Native Static Public]
    FString EnginePluginsDir(); // 0x4595f00 [Final Native Static Public]
    FString EngineIntermediateDir(); // 0x4595f80 [Final Native Static Public]
    FString EngineDir(); // 0x4596200 [Final Native Static Public]
    FString EngineContentDir(); // 0x4596080 [Final Native Static Public]
    FString EngineConfigDir(); // 0x4596000 [Final Native Static Public]
    bool DirectoryExists(const FString& InPath); // 0x4593600 [Final Native Static Public]
    FString DiffDir(); // 0x4594bf0 [Final Native Static Public]
    FString CreateTempFilename(const FString& Path, const FString& Prefix, const FString& Extension); // 0x4591920 [Final Native Static Public]
    FString ConvertToSandboxPath(const FString& InPath, const FString& InSandboxName); // 0x4591d90 [Final Native Static Public]
    FString ConvertRelativePathToFull(const FString& InPath, const FString& InBasePath); // 0x4591f80 [Final Native Static Public]
    FString ConvertFromSandboxPath(const FString& InPath, const FString& InSandboxName); // 0x4591ba0 [Final Native Static Public]
    FString Combine(const TArray<FString>& InPaths); // 0x4590e30 [Final Native Static Public]
    bool CollapseRelativeDirectories(const FString& InPath, const FString& OutPath); // 0x4592a70 [Final Native Static Public]
    FString CloudDir(); // 0x4594e90 [Final Native Static Public]
    FString ChangeExtension(const FString& InPath, const FString& InNewExtension); // 0x4593a00 [Final Native Static Public]
    FString BugItDir(); // 0x4595250 [Final Native Static Public]
    FString AutomationTransientDir(); // 0x4595050 [Final Native Static Public]
    FString AutomationLogDir(); // 0x4594f10 [Final Native Static Public]
    FString AutomationDir(); // 0x45950d0 [Final Native Static Public]

// UBlueprintPlatformLibrary (/Script/Engine.BlueprintPlatformLibrary)
    int32 ScheduleLocalNotificationFromNow(int32 inSecondsFromNow, FText& Title, FText& body, FText& Action, const FString& ActivationEvent); // 0x4598170 [Final Native Static Public]
    void ScheduleLocalNotificationBadgeFromNow(int32 inSecondsFromNow, const FString& ActivationEvent); // 0x4597d00 [Final Native Static Public]
    int32 ScheduleLocalNotificationBadgeAtTime(const FDateTime& FireDateTime, bool LocalTime, const FString& ActivationEvent); // 0x4597f50 [Final Native Static Public]
    int32 ScheduleLocalNotificationAtTime(const FDateTime& FireDateTime, bool LocalTime, FText& Title, FText& body, FText& Action, const FString& ActivationEvent); // 0x4598690 [Final Native Static Public]
    void GetLaunchNotification(const bool& NotificationLaunchedApp, const FString& ActivationEvent, const int32& FireDate); // 0x4597910 [Final Native Static Public]
    uint8 GetDeviceOrientation(); // 0x10b1e60 [Final Native Static Public]
    void ClearAllLocalNotifications(); // 0x4598b90 [Final Native Static Public]
    void CancelLocalNotificationById(int32 NotificationId); // 0x4597b40 [Final Native Static Public]
    void CancelLocalNotification(const FString& ActivationEvent); // 0x4597c10 [Final Native Static Public]

// UBlueprintSetLibrary (/Script/Engine.BlueprintSetLibrary)
    void SetSetPropertyByName(UObject* Object, const FName& PropertyName, TSet<int32>& Value); // 0x459a980 [Final Native Static Public]
    void Set_Union(TSet<int32>& A, TSet<int32>& B, TSet<int32>& Result); // 0x459a4c0 [Final Native Static Public]
    void Set_ToArray(TSet<int32>& A, const TArray<void>& Result); // 0x45999f0 [Final Native Static Public]
    void Set_RemoveItems(TSet<int32>& TargetSet, const TArray<void>& Items); // 0x45997d0 [Final Native Static Public]
    bool Set_Remove(TSet<int32>& TargetSet, const int32& Item); // 0x4599580 [Final Native Static Public]
    int32 Set_Length(TSet<int32>& TargetSet); // 0x4599e70 [Final Native Static Public]
    void Set_Intersection(TSet<int32>& A, TSet<int32>& B, TSet<int32>& Result); // 0x459a260 [Final Native Static Public]
    void Set_Difference(TSet<int32>& A, TSet<int32>& B, TSet<int32>& Result); // 0x459a720 [Final Native Static Public]
    bool Set_Contains(TSet<int32>& TargetSet, const int32& ItemToFind); // 0x4599f80 [Final Native Static Public]
    void Set_Clear(TSet<int32>& TargetSet); // 0x4599c40 [Final Native Static Public]
    void Set_AddItems(TSet<int32>& TargetSet, const TArray<void>& NewItems); // 0x4599320 [Final Native Static Public]
    void Set_Add(TSet<int32>& TargetSet, const int32& NewItem); // 0x45990c0 [Final Native Static Public]

// UCameraAnimInst (/Script/Engine.CameraAnimInst)
    void Stop(bool bImmediate); // 0x459d9b0 [Final Native Public]
    void SetScale(float NewDuration); // 0x459d7d0 [Final Native Public]
    void SetDuration(float NewDuration); // 0x459d8a0 [Final Native Public]

// UCameraShakeSourceComponent (/Script/Engine.CameraShakeSourceComponent)
    void StopAllCameraShakesOfType(TSubclassOf<UCameraShakeBase> InCameraShake, bool bImmediately); // 0x459fc80 [Final Native Public]
    void StopAllCameraShakes(bool bImmediately); // 0x459fba0 [Final Native Public]
    void StartCameraShake(TSubclassOf<UCameraShakeBase> InCameraShake, float Scale, const ECameraShakePlaySpace& PlaySpace, const FRotator& UserPlaySpaceRot); // 0x459fde0 [Final Native Public]
    void Start(); // 0x45a0080 [Final Native Public]
    float GetAttenuationFactor(const FVector& Location); // 0x459fab0 [Final Native Public]

// UCanvas (/Script/Engine.Canvas)
    FVector2D K2_TextSize(UFont* RenderFont, const FString& RenderText, const FVector2D& Scale); // 0x45a06d0 [Final Native Public]
    FVector2D K2_StrLen(UFont* RenderFont, const FString& RenderText); // 0x45a0b30 [Final Native Public]
    FVector K2_Project(const FVector& WorldLocation); // 0x45a1080 [Final Native Public]
    void K2_DrawTriangle(UTexture* RenderTexture, const TArray<void>& Triangles); // 0x45a1860 [Final Native Public]
    void K2_DrawTexture(UTexture* RenderTexture, const FVector2D& ScreenPosition, const FVector2D& ScreenSize, const FVector2D& CoordinatePosition, const FVector2D& CoordinateSize, const FLinearColor& RenderColor, uint8 BlendMode, float Rotation, const FVector2D& PivotPoint); // 0x45a3830 [Final Native Public]
    void K2_DrawText(UFont* RenderFont, const FString& RenderText, const FVector2D& ScreenPosition, const FVector2D& Scale, const FLinearColor& RenderColor, float Kerning, const FLinearColor& ShadowColor, const FVector2D& ShadowOffset, bool bCentreX, bool bCentreY, bool bOutlined, const FLinearColor& OutlineColor); // 0x45a2980 [Final Native Public]
    void K2_DrawPolygon(UTexture* RenderTexture, const FVector2D& ScreenPosition, const FVector2D& Radius, int32 NumberOfSides, const FLinearColor& RenderColor); // 0x45a1180 [Final Native Public]
    void K2_DrawMaterialTriangle(UMaterialInterface* RenderMaterial, const TArray<void>& Triangles); // 0x45a15b0 [Final Native Public]
    void K2_DrawMaterial(UMaterialInterface* RenderMaterial, const FVector2D& ScreenPosition, const FVector2D& ScreenSize, const FVector2D& CoordinatePosition, const FVector2D& CoordinateSize, float Rotation, const FVector2D& PivotPoint); // 0x45a3250 [Final Native Public]
    void K2_DrawLine(const FVector2D& ScreenPositionA, const FVector2D& ScreenPositionB, float Thickness, const FLinearColor& RenderColor); // 0x45a3d60 [Final Native Public]
    void K2_DrawBox(const FVector2D& ScreenPosition, const FVector2D& ScreenSize, float Thickness, const FLinearColor& RenderColor); // 0x45a1b10 [Final Native Public]
    void K2_DrawBorder(UTexture* BorderTexture, UTexture* BackgroundTexture, UTexture* LeftBorderTexture, UTexture* RightBorderTexture, UTexture* TopBorderTexture, UTexture* BottomBorderTexture, const FVector2D& ScreenPosition, const FVector2D& ScreenSize, const FVector2D& CoordinatePosition, const FVector2D& CoordinateSize, const FLinearColor& RenderColor, const FVector2D& BorderScale, const FVector2D& BackgroundScale, float Rotation, const FVector2D& PivotPoint, const FVector2D& CornerSize); // 0x45a1e20 [Final Native Public]
    void K2_Deproject(const FVector2D& ScreenPosition, const FVector& WorldOrigin, const FVector& WorldDirection); // 0x45a0ea0 [Final Native Public]

// UCanvasRenderTarget2D (/Script/Engine.CanvasRenderTarget2D)
    void UpdateResource(); // 0x21b48c0 [Native Public]
    void ReceiveUpdate(UCanvas* Canvas, int32 Width, int32 Height); // 0x274f500 [Event Public]
    void GetSize(const int32& Width, const int32& Height); // 0x45a4be0 [Final Native Public]
    UCanvasRenderTarget2D* CreateCanvasRenderTarget2D(UObject* WorldContextObject, TSubclassOf<UCanvasRenderTarget2D> CanvasRenderTarget2DClass, int32 Width, int32 Height); // 0x45a4d70 [Final Native Static Public]

// UCapsuleComponent (/Script/Engine.CapsuleComponent)
    void SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps); // 0x45a5ed0 [Final Native Public]
    void SetCapsuleRadius(float Radius, bool bUpdateOverlaps); // 0x45a5d60 [Final Native Public]
    void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps); // 0x45a5bf0 [Final Native Public]
    void GetUnscaledCapsuleSize_WithoutHemisphere(const float& OutRadius, const float& OutHalfHeightWithoutHemisphere); // 0x45a5420 [Final Native Public]
    void GetUnscaledCapsuleSize(const float& OutRadius, const float& OutHalfHeight); // 0x45a55b0 [Final Native Public]
    float GetUnscaledCapsuleRadius(); // 0x45a5790 [Final Native Public]
    float GetUnscaledCapsuleHalfHeight_WithoutHemisphere(); // 0x45a5740 [Final Native Public]
    float GetUnscaledCapsuleHalfHeight(); // 0x45a5770 [Final Native Public]
    float GetShapeScale(); // 0x45a53e0 [Final Native Public]
    void GetScaledCapsuleSize_WithoutHemisphere(const float& OutRadius, const float& OutHalfHeightWithoutHemisphere); // 0x45a57b0 [Final Native Public]
    void GetScaledCapsuleSize(const float& OutRadius, const float& OutHalfHeight); // 0x45a5980 [Final Native Public]
    float GetScaledCapsuleRadius(); // 0x45a5bb0 [Final Native Public]
    float GetScaledCapsuleHalfHeight_WithoutHemisphere(); // 0x45a5b30 [Final Native Public]
    float GetScaledCapsuleHalfHeight(); // 0x45a5b80 [Final Native Public]

// UCurveBase (/Script/Engine.CurveBase)
    void GetValueRange(const float& MinValue, const float& MaxValue); // 0x45b66c0 [Final Native Public]
    void GetTimeRange(const float& MinTime, const float& MaxTime); // 0x45b6840 [Final Native Public]

// UCurveFloat (/Script/Engine.CurveFloat)
    float GetFloatValue(float InTime); // 0x45b74b0 [Final Native Public]

// UCurveLinearColor (/Script/Engine.CurveLinearColor)
    FLinearColor GetUnadjustedLinearColorValue(float InTime); // 0x45b7720 [Final Native Public]
    FLinearColor GetLinearColorValue(float InTime); // 0x45b7990 [Native Public]
    FLinearColor GetClampedLinearColorValue(float InTime); // 0x45b78a0 [Native Public]

// UTexture2D (/Script/Engine.Texture2D)
    int32 Blueprint_GetSizeY(); // 0x476c450 [Final Native Public]
    int32 Blueprint_GetSizeX(); // 0x476c480 [Final Native Public]

// UCurveLinearColorAtlas (/Script/Engine.CurveLinearColorAtlas)
    bool GetCurvePosition(UCurveLinearColor* InCurve, const float& Position); // 0x45b7d50 [Final Native Public]

// ICurveSourceInterface (/Script/Engine.CurveSourceInterface)
    float GetCurveValue(const FName& CurveName); // 0x45b8120 [Native Event Public]
    void GetCurves(const TArray<void>& OutValues); // 0x45b8030 [Native Event Public]
    FName GetBindingName(); // 0x239b600 [Native Event Public]

// UCurveVector (/Script/Engine.CurveVector)
    FVector GetVectorValue(float InTime); // 0x45b87e0 [Final Native Public]

// UDataTableFunctionLibrary (/Script/Engine.DataTableFunctionLibrary)
    void GetDataTableRowNames(UDataTable* Table, const TArray<void>& OutRowNames); // 0x45ba500 [Final Native Static Public]
    bool GetDataTableRowFromName(UDataTable* Table, const FName& RowName, FTableRowBase& OutRow); // 0x45b99e0 [Final Native Static Public]
    TArray<void> GetDataTableColumnAsString(UDataTable* DataTable, const FName& PropertyName); // 0x45ba0d0 [Final Native Static Public]
    void EvaluateCurveTableRow(UCurveTable* CurveTable, const FName& RowName, float InXY, const uint8& OutResult, const float& OutXY, const FString& ContextString); // 0x45ba880 [Final Native Static Public]
    bool DoesDataTableRowExist(UDataTable* Table, const FName& RowName); // 0x45ba6d0 [Final Native Static Public]

// ADebugCameraController (/Script/Engine.DebugCameraController)
    void ToggleDisplay(); // 0x45bae50 [Final Native Public]
    void ShowDebugSelectedInfo(); // 0x45bae80 [Native Public]
    void SetPawnMovementSpeedScale(float NewSpeedScale); // 0x45bad70 [Final Native Public]
    void ReceiveOnDeactivate(APlayerController* RestoredPC); // 0x274f500 [Event Public]
    void ReceiveOnActorSelected(AActor* NewSelectedActor, const FVector& SelectHitLocation, const FVector& SelectHitNormal, FHitResult& Hit); // 0x274f500 [Event Protected]
    void ReceiveOnActivate(APlayerController* OriginalPC); // 0x274f500 [Event Public]
    AActor* GetSelectedActor(); // 0x14a0e20 [Final Native Public]

// ADecalActor (/Script/Engine.DecalActor)
    void SetDecalMaterial(UMaterialInterface* NewDecalMaterial); // 0x45bd250 [Final Native Public]
    UMaterialInterface* GetDecalMaterial(); // 0x45bd210 [Final Native Public]
    UMaterialInstanceDynamic* CreateDynamicMaterialInstance(); // 0x45bd1e0 [Native Public]

// ALight (/Script/Engine.Light)
    void ToggleEnabled(); // 0x46a6e90 [Final Native Public]
    void SetLightFunctionScale(const FVector& NewLightFunctionScale); // 0x46a68e0 [Final Native Public]
    void SetLightFunctionMaterial(UMaterialInterface* NewLightFunctionMaterial); // 0x46a6a30 [Final Native Public]
    void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance); // 0x46a67d0 [Final Native Public]
    void SetLightColor(const FLinearColor& NewLightColor); // 0x46a6bf0 [Final Native Public]
    void SetEnabled(bool bSetEnabled); // 0x46a6f10 [Final Native Public]
    void SetCastShadows(bool bNewValue); // 0x46a66a0 [Final Native Public]
    void SetBrightness(float NewBrightness); // 0x46a6d80 [Final Native Public]
    void SetAffectTranslucentLighting(bool bNewValue); // 0x46a6570 [Final Native Public]
    void OnRep_bEnabled(); // 0x22116d0 [Native Public]
    bool IsEnabled(); // 0x46a6ed0 [Final Native Public]
    FLinearColor GetLightColor(); // 0x46a6b40 [Final Native Public]
    float GetBrightness(); // 0x46a6d40 [Final Native Public]

// ULightComponentBase (/Script/Engine.LightComponentBase)
    void SetSupportSampledLighting(bool bNewValue); // 0x46aa400 [Final Native Public]
    void SetSamplesPerPixel(int32 NewValue); // 0x46aa2f0 [Final Native Public]
    void SetCastVolumetricShadow(bool bNewValue); // 0x46aa9a0 [Final Native Public]
    void SetCastShadows(bool bNewValue); // 0x46aab30 [Final Native Public]
    void SetCastRaytracedShadow(bool bNewValue); // 0x46aa520 [Final Native Public]
    void SetCastDeepShadow(bool bNewValue); // 0x46aa880 [Final Native Public]
    void SetAffectReflection(bool bNewValue); // 0x46aa760 [Final Native Public]
    void SetAffectGlobalIllumination(bool bNewValue); // 0x46aa640 [Final Native Public]
    FLinearColor GetLightColor(); // 0x46aaac0 [Final Native Public]

// ULightComponent (/Script/Engine.LightComponent)
    void SetVolumetricScatteringIntensity(float NewIntensity); // 0x46a9390 [Final Native Public]
    void SetUseTemperature(bool bNewValue); // 0x46a8fd0 [Final Native Public]
    void SetUseIESBrightness(bool bNewValue); // 0x46a8080 [Final Native Public]
    void SetTransmission(bool bNewValue); // 0x46a8800 [Final Native Public]
    void SetTemperature(float NewTemperature); // 0x46a90f0 [Final Native Public]
    void SetSpecularScale(float NewValue); // 0x46a7c40 [Final Native Public]
    void SetShadowSlopeBias(float NewValue); // 0x46a7d50 [Final Native Public]
    void SetShadowBias(float NewValue); // 0x46a7e60 [Final Native Public]
    void SetLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2); // 0x46a78d0 [Final Native Public]
    void SetLightingAndShadowCastChannels(bool bChannel0, bool bChannel1, bool bChannel2, bool bShadowCastChannel0, bool bShadowCastChannel1, bool bShadowCastChannel2); // 0x46a7490 [Final Native Public]
    void SetLightFunctionScale(const FVector& NewLightFunctionScale); // 0x46a8d80 [Final Native Public]
    void SetLightFunctionMaterial(UMaterialInterface* NewLightFunctionMaterial); // 0x46a8ec0 [Final Native Public]
    void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance); // 0x46a8c70 [Final Native Public]
    void SetLightFunctionDisabledBrightness(float NewValue); // 0x46a8b60 [Final Native Public]
    void SetLightColor(const FLinearColor& NewLightColor, bool bSRGB); // 0x46a91c0 [Final Native Public]
    void SetIntensity(float NewIntensity); // 0x46a95f0 [Final Native Public]
    void SetIndirectLightingIntensity(float NewIntensity); // 0x46a94c0 [Final Native Public]
    void SetIESTexture(UTextureLightProfile* NewValue); // 0x46a81a0 [Final Native Public]
    void SetIESBrightnessScale(float NewValue); // 0x46a7f70 [Final Native Public]
    void SetForceCachedShadowsForMovablePrimitives(bool bNewValue); // 0x46a7b20 [Final Native Public]
    void SetEnableLightShaftBloom(bool bNewValue); // 0x46a86e0 [Final Native Public]
    void SetBloomTint(const FColor& NewValue); // 0x46a82b0 [Final Native Public]
    void SetBloomThreshold(float NewValue); // 0x46a84c0 [Final Native Public]
    void SetBloomScale(float NewValue); // 0x46a85d0 [Final Native Public]
    void SetBloomMaxBrightness(float NewValue); // 0x46a83b0 [Final Native Public]
    void SetAffectTranslucentLighting(bool bNewValue); // 0x46a8920 [Final Native Public]
    void SetAffectDynamicIndirectLighting(bool bNewValue); // 0x46a8a40 [Final Native Public]

// UDirectionalLightComponent (/Script/Engine.DirectionalLightComponent)
    void SetShadowDistanceFadeoutFraction(float NewValue); // 0x45bf890 [Final Native Public]
    void SetShadowAmount(float NewValue); // 0x45bf400 [Final Native Public]
    void SetOcclusionMaskDarkness(float NewValue); // 0x45bf660 [Final Native Public]
    void SetLightShaftOverrideDirection(const FVector& NewValue); // 0x45bf510 [Final Native Public]
    void SetEnableLightShaftOcclusion(bool bNewValue); // 0x45bf770 [Final Native Public]
    void SetDynamicShadowDistanceStationaryLight(float NewValue); // 0x45bfc10 [Final Native Public]
    void SetDynamicShadowDistanceMovableLight(float NewValue); // 0x45bfcf0 [Final Native Public]
    void SetDynamicShadowCascades(int32 NewValue); // 0x45bfb30 [Final Native Public]
    void SetCascadeTransitionFraction(float NewValue); // 0x45bf970 [Final Native Public]
    void SetCascadeDistributionExponent(float NewValue); // 0x45bfa50 [Final Native Public]
    void SetAtmosphereSunLightIndex(int32 NewValue); // 0x45bf1d0 [Final Native Public]
    void SetAtmosphereSunLight(bool bNewValue); // 0x45bf2e0 [Final Native Public]

// AEmitter (/Script/Engine.Emitter)
    void ToggleActive(); // 0x45c3a70 [Final Native Public]
    void SetVectorParameter(const FName& ParameterName, const FVector& Param); // 0x45c3650 [Final Native Public]
    void SetTemplate(UParticleSystem* NewTemplate); // 0x45c3950 [Native Public]
    void SetMaterialParameter(const FName& ParameterName, UMaterialInterface* Param); // 0x45c3200 [Final Native Public]
    void SetFloatParameter(const FName& ParameterName, float Param); // 0x45c37e0 [Final Native Public]
    void SetColorParameter(const FName& ParameterName, const FLinearColor& Param); // 0x45c34d0 [Final Native Public]
    void SetActorParameter(const FName& ParameterName, AActor* Param); // 0x45c3360 [Final Native Public]
    void OnRep_bCurrentlyActive(); // 0x22115c0 [Native Public]
    void OnParticleSystemFinished(UParticleSystemComponent* FinishedComponent); // 0x22f80b0 [Native Public]
    bool IsActive(); // 0x45c3a30 [Final Native Public]
    void Deactivate(); // 0x45c3ad0 [Final Native Public]
    void Activate(); // 0x45c3b10 [Final Native Public]

// AExponentialHeightFog (/Script/Engine.ExponentialHeightFog)
    void OnRep_bEnabled(); // 0x22116d0 [Native Public]

// UExponentialHeightFogComponent (/Script/Engine.ExponentialHeightFogComponent)
    void SetVolumetricFogScatteringDistribution(float NewValue); // 0x45cf320 [Final Native Public]
    void SetVolumetricFogExtinctionScale(float NewValue); // 0x45cf240 [Final Native Public]
    void SetVolumetricFogEmissive(const FLinearColor& NewValue); // 0x45cf030 [Final Native Public]
    void SetVolumetricFogDistance(float NewValue); // 0x45cef50 [Final Native Public]
    void SetVolumetricFogAlbedo(const FColor& NewValue); // 0x45cf160 [Final Native Public]
    void SetVolumetricFog(bool bNewValue); // 0x45cf400 [Final Native Public]
    void SetStartDistance(float Value); // 0x45cf5d0 [Final Native Public]
    void SetNonDirectionalInscatteringColorDistance(float Value); // 0x45cfbb0 [Final Native Public]
    void SetInscatteringTextureTint(const FLinearColor& Value); // 0x45cfa80 [Final Native Public]
    void SetInscatteringColorCubemapAngle(float Value); // 0x45cfd70 [Final Native Public]
    void SetInscatteringColorCubemap(UTextureCube* Value); // 0x45cfe50 [Final Native Public]
    void SetFullyDirectionalInscatteringColorDistance(float Value); // 0x45cfc90 [Final Native Public]
    void SetFogMaxOpacity(float Value); // 0x45cf6b0 [Final Native Public]
    void SetFogInscatteringColor(const FLinearColor& Value); // 0x45cff40 [Final Native Public]
    void SetFogHeightFalloff(float Value); // 0x4582810 [Final Native Public]
    void SetFogDensity(float Value); // 0x45828f0 [Final Native Public]
    void SetFogCutoffDistance(float Value); // 0x45cf4f0 [Final Native Public]
    void SetDirectionalInscatteringStartDistance(float Value); // 0x45cf8c0 [Final Native Public]
    void SetDirectionalInscatteringExponent(float Value); // 0x45cf9a0 [Final Native Public]
    void SetDirectionalInscatteringColor(const FLinearColor& Value); // 0x45cf790 [Final Native Public]

// UExporter (/Script/Engine.Exporter)
    bool ScriptRunAssetExportTask(UAssetExportTask* Task); // 0x274f500 [Event Public]
    bool RunAssetExportTasks(const TArray<bool>& ExportTasks); // 0x45d0550 [Final Native Static Public]
    bool RunAssetExportTask(UAssetExportTask* Task); // 0x165eb60 [Final Native Static Public]

// UForceFeedbackComponent (/Script/Engine.ForceFeedbackComponent)
    void Stop(); // 0x45d1490 [Native Public]
    void SetIntensityMultiplier(float NewIntensityMultiplier); // 0x459e630 [Final Native Public]
    void SetForceFeedbackEffect(UForceFeedbackEffect* NewForceFeedbackEffect); // 0x45d14b0 [Final Native Public]
    void Play(float StartTime); // 0x3c64100 [Native Public]
    bool BP_GetAttenuationSettingsToApply(FForceFeedbackAttenuationSettings& OutAttenuationSettings); // 0x45d0fd0 [Final Native Public]
    void AdjustAttenuation(FForceFeedbackAttenuationSettings& InAttenuationSettings); // 0x45d1250 [Final Native Public]

// UGameplayStatics (/Script/Engine.GameplayStatics)
    void UnRetainAllSoundsInSoundClass(USoundClass* InSoundClass); // 0x45dfae0 [Final Native Static Public]
    void UnloadStreamLevelBySoftObjectPtr(UObject* WorldContextObject, const TSoftObjectPtr<UWorld>& Level, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload); // 0x45ec710 [Final Native Static Public]
    void UnloadStreamLevel(UObject* WorldContextObject, const FName& LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload); // 0x45ecb20 [Final Native Static Public]
    bool SuggestProjectileVelocity_CustomArc(UObject* WorldContextObject, const FVector& OutLaunchVelocity, const FVector& StartPos, const FVector& EndPos, float OverrideGravityZ, float ArcParam); // 0x45d7190 [Final Native Static Public]
    UAudioComponent* SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy); // 0x45e3050 [Final Native Static Public]
    UAudioComponent* SpawnSoundAtLocation(UObject* WorldContextObject, USoundBase* Sound, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy); // 0x45e37c0 [Final Native Static Public]
    UAudioComponent* SpawnSound2D(UObject* WorldContextObject, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy); // 0x45e5870 [Final Native Static Public]
    UObject* SpawnObject(TSubclassOf<UObject> ObjectClass, UObject* Outer); // 0x45f1000 [Final Native Static Public]
    UForceFeedbackComponent* SpawnForceFeedbackAttached(UForceFeedbackEffect* ForceFeedbackEffect, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bStopWhenAttachedToDestroyed, bool bLooping, float IntensityMultiplier, float StartTime, UForceFeedbackAttenuation* AttenuationSettings, bool bAutoDestroy); // 0x45e0150 [Final Native Static Public]
    UForceFeedbackComponent* SpawnForceFeedbackAtLocation(UObject* WorldContextObject, UForceFeedbackEffect* ForceFeedbackEffect, const FVector& Location, const FRotator& Rotation, bool bLooping, float IntensityMultiplier, float StartTime, UForceFeedbackAttenuation* AttenuationSettings, bool bAutoDestroy); // 0x45e0b10 [Final Native Static Public]
    UParticleSystemComponent* SpawnEmitterAttached(UParticleSystem* EmitterTemplate, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, const FVector& Scale, uint8 LocationType, bool bAutoDestroy, const EPSCPoolMethod& PoolingMethod, bool bAutoActivate); // 0x45e8100 [Final Native Static Public]
    UParticleSystemComponent* SpawnEmitterAtLocation(UObject* WorldContextObject, UParticleSystem* EmitterTemplate, const FVector& Location, const FRotator& Rotation, const FVector& Scale, bool bAutoDestroy, const EPSCPoolMethod& PoolingMethod, bool bAutoActivateSystem); // 0x45e8bb0 [Final Native Static Public]
    UAudioComponent* SpawnDialogueAttached(UDialogueWave* Dialogue, FDialogueContext& Context, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, bool bAutoDestroy); // 0x45e1310 [Final Native Static Public]
    UAudioComponent* SpawnDialogueAtLocation(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, bool bAutoDestroy); // 0x45e1b10 [Final Native Static Public]
    UAudioComponent* SpawnDialogue2D(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, float VolumeMultiplier, float PitchMultiplier, float StartTime, bool bAutoDestroy); // 0x45e27b0 [Final Native Static Public]
    UDecalComponent* SpawnDecalAttached(UMaterialInterface* DecalMaterial, const FVector& DecalSize, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, float LifeSpan); // 0x45dbf20 [Final Native Static Public]
    UDecalComponent* SpawnDecalAtLocation(UObject* WorldContextObject, UMaterialInterface* DecalMaterial, const FVector& DecalSize, const FVector& Location, const FRotator& Rotation, float LifeSpan); // 0x45dca10 [Final Native Static Public]
    void SetWorldOriginLocation(UObject* WorldContextObject, const FIntVector& NewLocation); // 0x45d6ef0 [Final Native Static Public]
    void SetViewportMouseCaptureMode(UObject* WorldContextObject, const EMouseCaptureMode& MouseCaptureMode); // 0x45eab30 [Final Native Static Public]
    void SetSubtitlesEnabled(bool bEnabled); // 0x45e0060 [Final Native Static Public]
    void SetSoundMixClassOverride(UObject* WorldContextObject, USoundMix* InSoundMixModifier, USoundClass* InSoundClass, float Volume, float Pitch, float FadeInTime, bool bApplyToChildren); // 0x45df370 [Final Native Static Public]
    void SetSoundClassDistanceScale(UObject* WorldContextObject, USoundClass* SoundClass, float DistanceAttenuationScale, float TimeSec); // 0x45e7550 [Final Native Static Public]
    void SetPlayerControllerID(APlayerController* Player, int32 ControllerId); // 0x45ed570 [Final Native Static Public]
    void SetMaxAudioChannelsScaled(UObject* WorldContextObject, float MaxChannelCountScale); // 0x45dd1c0 [Final Native Static Public]
    void SetGlobalTimeDilation(UObject* WorldContextObject, float TimeDilation); // 0x45eb6c0 [Final Native Static Public]
    void SetGlobalPitchModulation(UObject* WorldContextObject, float PitchModulation, float TimeSec); // 0x45e7870 [Final Native Static Public]
    void SetGlobalListenerFocusParameters(UObject* WorldContextObject, float FocusAzimuthScale, float NonFocusAzimuthScale, float FocusDistanceScale, float NonFocusDistanceScale, float FocusVolumeScale, float NonFocusVolumeScale, float FocusPriorityScale, float NonFocusPriorityScale); // 0x45e6de0 [Final Native Static Public]
    bool SetGamePaused(UObject* WorldContextObject, bool bPaused); // 0x45eb560 [Final Native Static Public]
    void SetForceDisableSplitscreen(UObject* WorldContextObject, bool bDisable); // 0x45eb290 [Final Native Static Public]
    void SetEnableWorldRendering(UObject* WorldContextObject, bool bEnable); // 0x45eaf80 [Final Native Static Public]
    void SetBaseSoundMix(UObject* WorldContextObject, USoundMix* InSoundMix); // 0x45dfe50 [Final Native Static Public]
    bool SaveGameToSlot(USaveGame* SaveGameObject, const FString& SlotName, int32 UserIndex); // 0x45d9f10 [Final Native Static Public]
    void RemovePlayer(APlayerController* Player, bool bDestroyPawn); // 0x45ed820 [Final Native Static Public]
    FVector RebaseZeroOriginOntoLocal(UObject* WorldContextObject, const FVector& WorldLocation); // 0x45d6a90 [Final Native Static Public]
    FVector RebaseLocalOriginOntoZero(UObject* WorldContextObject, const FVector& WorldLocation); // 0x45d6cc0 [Final Native Static Public]
    void PushSoundMixModifier(UObject* WorldContextObject, USoundMix* InSoundMixModifier); // 0x45de7b0 [Final Native Static Public]
    bool ProjectWorldToScreen(APlayerController* Player, const FVector& WorldPosition, const FVector2D& ScreenPosition, bool bPlayerViewportRelative); // 0x45d6000 [Final Native Static Public]
    void PrimeSound(USoundBase* InSound); // 0x45dfc80 [Final Native Static Public]
    void PrimeAllSoundsInSoundClass(USoundClass* InSoundClass); // 0x45dfbb0 [Final Native Static Public]
    void PopSoundMixModifier(UObject* WorldContextObject, USoundMix* InSoundMixModifier); // 0x45dddf0 [Final Native Static Public]
    void PlayWorldCameraShake(UObject* WorldContextObject, TSubclassOf<UCameraShakeBase> Shake, const FVector& Epicenter, float InnerRadius, float OuterRadius, float Falloff, bool bOrientShakeTowardsEpicenter); // 0x45e9140 [Final Native Static Public]
    void PlaySoundAtLocation(UObject* WorldContextObject, USoundBase* Sound, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, AActor* OwningActor); // 0x45e3d80 [Final Native Static Public]
    void PlaySound2D(UObject* WorldContextObject, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, AActor* OwningActor, bool bIsUISound); // 0x45e6730 [Final Native Static Public]
    void PlayDialogueAtLocation(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings); // 0x45e2160 [Final Native Static Public]
    void PlayDialogue2D(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, float VolumeMultiplier, float PitchMultiplier, float StartTime); // 0x45e2c50 [Final Native Static Public]
    FString ParseOption(const FString& Options, const FString& Key); // 0x45d5860 [Final Native Static Public]
    void OpenLevelBySoftObjectPtr(UObject* WorldContextObject, const TSoftObjectPtr<UWorld>& Level, bool bAbsolute, const FString& Options); // 0x45ebdb0 [Final Native Static Public]
    void OpenLevel(UObject* WorldContextObject, const FName& LevelName, bool bAbsolute, const FString& Options); // 0x45ec1f0 [Final Native Static Public]
    FHitResult MakeHitResult(bool bBlockingHit, bool bInitialOverlap, float Time, float Distance, const FVector& Location, const FVector& ImpactPoint, const FVector& Normal, const FVector& ImpactNormal, UPhysicalMaterial* PhysMat, AActor* HitActor, UPrimitiveComponent* HitComponent, const FName& HitBoneName, int32 HitItem, int32 ElementIndex, int32 FaceIndex, const FVector& TraceStart, const FVector& TraceEnd); // 0x45da670 [Final Native Static Public]
    void LoadStreamLevelBySoftObjectPtr(UObject* WorldContextObject, const TSoftObjectPtr<UWorld>& Level, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo); // 0x45ecda0 [Final Native Static Public]
    void LoadStreamLevel(UObject* WorldContextObject, const FName& LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo); // 0x45ed250 [Final Native Static Public]
    USaveGame* LoadGameFromSlot(const FString& SlotName, int32 UserIndex); // 0x45d9b70 [Final Native Static Public]
    bool IsSplitscreenForceDisabled(UObject* WorldContextObject); // 0x45eb150 [Final Native Static Public]
    bool IsGamePaused(UObject* WorldContextObject); // 0x45eb460 [Final Native Static Public]
    bool HasOption(const FString& Options, const FString& InKey); // 0x45d5690 [Final Native Static Public]
    bool HasLaunchOption(const FString& OptionToCheck); // 0x45d52b0 [Final Native Static Public]
    int32 GrassOverlappingSphereCount(UObject* WorldContextObject, UStaticMesh* StaticMesh, const FVector& CenterPosition, float Radius); // 0x45d6710 [Final Native Static Public]
    FIntVector GetWorldOriginLocation(UObject* WorldContextObject); // 0x45d7080 [Final Native Static Public]
    float GetWorldDeltaSeconds(UObject* WorldContextObject); // 0x45d98e0 [Final Native Static Public]
    void GetViewProjectionMatrix(const FMinimalViewInfo& DesiredView, const FMatrix& ViewMatrix, const FMatrix& ProjectionMatrix, const FMatrix& ViewProjectionMatrix); // 0x45d5c90 [Final Native Static Public]
    EMouseCaptureMode GetViewportMouseCaptureMode(UObject* WorldContextObject); // 0x45eacf0 [Final Native Static Public]
    float GetUnpausedTimeSeconds(UObject* WorldContextObject); // 0x45d9700 [Final Native Static Public]
    float GetTimeSeconds(UObject* WorldContextObject); // 0x45d97f0 [Final Native Static Public]
    uint8 GetSurfaceType(FHitResult& Hit); // 0x45da540 [Final Native Static Public]
    ULevelStreaming* GetStreamingLevel(UObject* WorldContextObject, const FName& PackageName); // 0x45ec5b0 [Final Native Static Public]
    float GetRealTimeSeconds(UObject* WorldContextObject); // 0x45d9610 [Final Native Static Public]
    APawn* GetPlayerPawn(UObject* WorldContextObject, int32 PlayerIndex); // 0x45edf60 [Final Native Static Public]
    int32 GetPlayerControllerID(APlayerController* Player); // 0x45ed700 [Final Native Static Public]
    APlayerController* GetPlayerControllerFromID(UObject* WorldContextObject, int32 ControllerId); // 0x45ee110 [Final Native Static Public]
    APlayerController* GetPlayerController(UObject* WorldContextObject, int32 PlayerIndex); // 0x45ee380 [Final Native Static Public]
    ACharacter* GetPlayerCharacter(UObject* WorldContextObject, int32 PlayerIndex); // 0x45eddc0 [Final Native Static Public]
    APlayerCameraManager* GetPlayerCameraManager(UObject* WorldContextObject, int32 PlayerIndex); // 0x45edc30 [Final Native Static Public]
    FString GetPlatformName(); // 0x45d91c0 [Final Native Static Public]
    TSubclassOf<UObject> GetObjectClass(UObject* Object); // 0x45eb950 [Final Native Static Public]
    int32 GetMaxAudioChannelCount(UObject* WorldContextObject); // 0x45dd060 [Final Native Static Public]
    void GetKeyValue(const FString& Pair, const FString& Key, const FString& Value); // 0x45d5a70 [Final Native Static Public]
    int32 GetIntOption(const FString& Options, const FString& Key, int32 DefaultValue); // 0x45d5400 [Final Native Static Public]
    float GetGlobalTimeDilation(UObject* WorldContextObject); // 0x45eb850 [Final Native Static Public]
    AGameStateBase* GetGameState(UObject* WorldContextObject); // 0x45eba30 [Final Native Static Public]
    AGameModeBase* GetGameMode(UObject* WorldContextObject); // 0x45ebb20 [Final Native Static Public]
    UGameInstance* GetGameInstance(UObject* WorldContextObject); // 0x45ee4d0 [Final Native Static Public]
    bool GetEnableWorldRendering(UObject* WorldContextObject); // 0x45eae40 [Final Native Static Public]
    UReverbEffect* GetCurrentReverbEffect(UObject* WorldContextObject); // 0x45dd4a0 [Final Native Static Public]
    FString GetCurrentLevelName(UObject* WorldContextObject, bool bRemovePrefixString); // 0x45ebc10 [Final Native Static Public]
    bool GetClosestListenerLocation(UObject* WorldContextObject, const FVector& Location, float MaximumRange, bool bAllowAttenuationOverride, const FVector& ListenerPosition); // 0x45e7af0 [Final Native Static Public]
    float GetAudioTimeSeconds(UObject* WorldContextObject); // 0x45d9520 [Final Native Static Public]
    void GetAllActorsWithTag(UObject* WorldContextObject, const FName& Tag, const TArray<void>& OutActors); // 0x45eef10 [Final Native Static Public]
    void GetAllActorsWithInterface(UObject* WorldContextObject, TSubclassOf<IInterface> Interface, const TArray<void>& OutActors); // 0x45ef210 [Final Native Static Public]
    void GetAllActorsOfClassWithTag(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FName& Tag, const TArray<void>& OutActors); // 0x45ee8d0 [Final Native Static Public]
    void GetAllActorsOfClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const TArray<void>& OutActors); // 0x45ef5d0 [Final Native Static Public]
    AActor* GetActorOfClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass); // 0x45efb00 [Final Native Static Public]
    void GetActorArrayBounds(const TArray<bool>& Actors, bool bOnlyCollidingComponents, const FVector& Center, const FVector& BoxExtent); // 0x45efd90 [Final Native Static Public]
    FVector GetActorArrayAverageLocation(const TArray<FVector>& Actors); // 0x45f0030 [Final Native Static Public]
    void GetAccurateRealTime(const int32& Seconds, const float& PartialSeconds); // 0x45d9330 [Final Native Static Public]
    void FlushLevelStreaming(UObject* WorldContextObject); // 0x45ec4d0 [Final Native Static Public]
    AActor* FinishSpawningActor(AActor* Actor, FTransform& SpawnTransform); // 0x45f0130 [Final Native Static Public]
    AActor* FindNearestActor(const FVector& Origin, const TArray<float>& ActorsToCheck, const float& Distance); // 0x45ee5c0 [Final Native Static Public]
    bool FindCollisionUV(FHitResult& Hit, int32 UVChannel, const FVector2D& UV); // 0x45da310 [Final Native Static Public]
    void EnableLiveStreaming(bool Enable); // 0x45d9240 [Final Native Static Public]
    bool DoesSaveGameExist(const FString& SlotName, int32 UserIndex); // 0x45d9d70 [Final Native Static Public]
    bool DeprojectScreenToWorld(APlayerController* Player, const FVector2D& ScreenPosition, const FVector& WorldPosition, const FVector& WorldDirection); // 0x45d63a0 [Final Native Static Public]
    bool DeleteGameInSlot(const FString& SlotName, int32 UserIndex); // 0x45d99d0 [Final Native Static Public]
    void DeactivateReverbEffect(UObject* WorldContextObject, const FName& TagName); // 0x45dd600 [Final Native Static Public]
    UAudioComponent* CreateSound2D(UObject* WorldContextObject, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy); // 0x45e49c0 [Final Native Static Public]
    USaveGame* CreateSaveGameObject(TSubclassOf<USaveGame> SaveGameClass); // 0x45da180 [Final Native Static Public]
    APlayerController* CreatePlayer(UObject* WorldContextObject, int32 ControllerId, bool bSpawnPlayerController); // 0x45eda00 [Final Native Static Public]
    void ClearSoundMixModifiers(UObject* WorldContextObject); // 0x45ddcb0 [Final Native Static Public]
    void ClearSoundMixClassOverride(UObject* WorldContextObject, USoundMix* InSoundMixModifier, USoundClass* InSoundClass, float FadeOutTime); // 0x45deeb0 [Final Native Static Public]
    void CancelAsyncLoading(); // 0x45ec4b0 [Final Native Static Public]
    void BreakHitResult(FHitResult& Hit, const bool& bBlockingHit, const bool& bInitialOverlap, const float& Time, const float& Distance, const FVector& Location, const FVector& ImpactPoint, const FVector& Normal, const FVector& ImpactNormal, const UPhysicalMaterial*& PhysMat, const AActor*& HitActor, const UPrimitiveComponent*& HitComponent, const FName& HitBoneName, const int32& HitItem, const int32& ElementIndex, const int32& FaceIndex, const FVector& TraceStart, const FVector& TraceEnd); // 0x45db320 [Final Native Static Public]
    bool BlueprintSuggestProjectileVelocity(UObject* WorldContextObject, const FVector& TossVelocity, const FVector& StartLocation, const FVector& EndLocation, float LaunchSpeed, float OverrideGravityZ, uint8 TraceOption, float CollisionRadius, bool bFavorHighArc, bool bDrawDebug); // 0x45d8bd0 [Final Native Static Public]
    bool Blueprint_PredictProjectilePath_ByTraceChannel(UObject* WorldContextObject, FHitResult& OutHit, const TArray<FVector>& OutPathPositions, const FVector& OutLastTraceDestination, const FVector& StartPos, const FVector& LaunchVelocity, bool bTracePath, float ProjectileRadius, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ); // 0x45d7850 [Final Native Static Public]
    bool Blueprint_PredictProjectilePath_ByObjectType(UObject* WorldContextObject, FHitResult& OutHit, const TArray<FVector>& OutPathPositions, const FVector& OutLastTraceDestination, const FVector& StartPos, const FVector& LaunchVelocity, bool bTracePath, float ProjectileRadius, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ); // 0x45d8210 [Final Native Static Public]
    bool Blueprint_PredictProjectilePath_Advanced(UObject* WorldContextObject, FPredictProjectilePathParams& PredictParams, FPredictProjectilePathResult& PredictResult); // 0x45d7530 [Final Native Static Public]
    AActor* BeginSpawningActorFromClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, FTransform& SpawnTransform, bool bNoCollisionFail, AActor* Owner); // 0x45f0720 [Final Native Static Public]
    AActor* BeginSpawningActorFromBlueprint(UObject* WorldContextObject, UBlueprint* Blueprint, FTransform& SpawnTransform, bool bNoCollisionFail); // 0x45f0b60 [Final Native Static Public]
    AActor* BeginDeferredActorSpawnFromClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, FTransform& SpawnTransform, const ESpawnActorCollisionHandlingMethod& CollisionHandlingOverride, AActor* Owner); // 0x45f02f0 [Final Native Static Public]
    bool AreSubtitlesEnabled(); // 0x45e0020 [Final Native Static Public]
    bool AreAnyListenersWithinRange(UObject* WorldContextObject, const FVector& Location, float MaximumRange); // 0x45e7e90 [Final Native Static Public]
    bool ApplyRadialDamageWithFalloff(UObject* WorldContextObject, float BaseDamage, float MinimumDamage, const FVector& Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf<UDamageType> DamageTypeClass, const TArray<AActor*>& IgnoreActors, AActor* DamageCauser, AController* InstigatedByController, uint8 DamagePreventionChannel); // 0x45e9e90 [Final Native Static Public]
    bool ApplyRadialDamage(UObject* WorldContextObject, float BaseDamage, const FVector& Origin, float DamageRadius, TSubclassOf<UDamageType> DamageTypeClass, const TArray<AActor*>& IgnoreActors, AActor* DamageCauser, AController* InstigatedByController, bool bDoFullDamage, uint8 DamagePreventionChannel); // 0x45ea540 [Final Native Static Public]
    float ApplyPointDamage(AActor* DamagedActor, float BaseDamage, const FVector& HitFromDirection, FHitResult& HitInfo, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass); // 0x45e9930 [Final Native Static Public]
    float ApplyDamage(AActor* DamagedActor, float BaseDamage, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass); // 0x45e9590 [Final Native Static Public]
    void AnnounceAccessibleString(const FString& AnnouncementString); // 0x45d5180 [Final Native Static Public]
    void ActivateReverbEffect(UObject* WorldContextObject, UReverbEffect* ReverbEffect, const FName& TagName, float Priority, float Volume, float FadeTime); // 0x45dd7e0 [Final Native Static Public]

// UGameUserSettings (/Script/Engine.GameUserSettings)
    void ValidateSettings(); // 0x36115f0 [Native Public]
    bool SupportsHDRDisplayOutput(); // 0x45f3db0 [Native Public]
    void SetVSyncEnabled(bool bEnable); // 0x45f57f0 [Final Native Public]
    void SetVisualEffectQuality(int32 Value); // 0x45f4520 [Final Native Public]
    void SetViewDistanceQuality(int32 Value); // 0x45f4940 [Final Native Public]
    void SetToDefaults(); // 0x21b48c0 [Native Public]
    void SetTextureQuality(int32 Value); // 0x45f4640 [Final Native Public]
    void SetShadowQuality(int32 Value); // 0x45f4840 [Final Native Public]
    void SetShadingQuality(int32 Value); // 0x45f4200 [Final Native Public]
    void SetScreenResolution(const FIntPoint& Resolution); // 0x45f5a40 [Final Native Public]
    void SetResolutionScaleValueEx(float NewScaleValue); // 0x45f4b30 [Final Native Public]
    void SetResolutionScaleValue(int32 NewScaleValue); // 0x45f4c00 [Final Native Public]
    void SetResolutionScaleNormalized(float NewScaleNormalized); // 0x45f4a40 [Final Native Public]
    void SetPostProcessingQuality(int32 Value); // 0x45f4420 [Final Native Public]
    void SetOverallScalabilityLevel(int32 Value); // 0x45f5300 [Native Public]
    void SetFullscreenMode(uint8 InFullscreenMode); // 0x45f58f0 [Final Native Public]
    void SetFrameRateLimit(float NewLimit); // 0x45f53e0 [Final Native Public]
    void SetFoliageQuality(int32 Value); // 0x45f4300 [Final Native Public]
    void SetDynamicResolutionEnabled(bool bEnable); // 0x45f5720 [Final Native Public]
    void SetBenchmarkFallbackValues(); // 0x45f55b0 [Final Native Public]
    void SetAudioQualityLevel(int32 QualityLevel); // 0x45f54d0 [Final Native Public]
    void SetAntiAliasingQuality(int32 Value); // 0x45f4740 [Final Native Public]
    void SaveSettings(); // 0xf824f0 [Native Public]
    void RunHardwareBenchmark(int32 WorkScale, float CPUMultiplier, float GPUMultiplier); // 0x45f3de0 [Native Public]
    void RevertVideoMode(); // 0x45f55d0 [Final Native Public]
    void ResetToCurrentSettings(); // 0xf824d0 [Native Public]
    void LoadSettings(bool bForceReload); // 0x459ebc0 [Native Public]
    bool IsVSyncEnabled(); // 0x15e0fd0 [Final Native Public]
    bool IsVSyncDirty(); // 0x45f5660 [Final Native Public]
    bool IsScreenResolutionDirty(); // 0x45f56c0 [Final Native Public]
    bool IsHDREnabled(); // 0x45f3be0 [Final Native Public]
    bool IsFullscreenModeDirty(); // 0x45f5690 [Final Native Public]
    bool IsDynamicResolutionEnabled(); // 0x23c90a0 [Final Native Public]
    bool IsDynamicResolutionDirty(); // 0x45f5610 [Final Native Public]
    bool IsDirty(); // 0x3636630 [Native Public]
    int32 GetVisualEffectQuality(); // 0x363fa30 [Final Native Public]
    int32 GetViewDistanceQuality(); // 0x4559640 [Final Native Public]
    int32 GetTextureQuality(); // 0x45f4620 [Final Native Public]
    int32 GetSyncInterval(); // 0x45f4050 [Final Native Static Public]
    int32 GetShadowQuality(); // 0x4563910 [Final Native Public]
    int32 GetShadingQuality(); // 0x45f41e0 [Final Native Public]
    FIntPoint GetScreenResolution(); // 0x45f5b80 [Final Native Public]
    float GetResolutionScaleNormalized(); // 0x45f4ce0 [Final Native Public]
    void GetResolutionScaleInformationEx(const float& CurrentScaleNormalized, const float& CurrentScaleValue, const float& MinScaleValue, const float& MaxScaleValue); // 0x45f4d20 [Final Native Public]
    void GetResolutionScaleInformation(const float& CurrentScaleNormalized, const int32& CurrentScaleValue, const int32& MinScaleValue, const int32& MaxScaleValue); // 0x45f4ff0 [Final Native Public]
    float GetRecommendedResolutionScale(); // 0x45f4160 [Native Public]
    uint8 GetPreferredFullscreenMode(); // 0x45f58c0 [Final Native Public]
    int32 GetPostProcessingQuality(); // 0x45f4400 [Final Native Public]
    int32 GetOverallScalabilityLevel(); // 0x45f52d0 [Native Public]
    FIntPoint GetLastConfirmedScreenResolution(); // 0x45f5b50 [Final Native Public]
    uint8 GetLastConfirmedFullscreenMode(); // 0x45f59c0 [Final Native Public]
    UGameUserSettings* GetGameUserSettings(); // 0x45f3fc0 [Final Native Static Public]
    uint8 GetFullscreenMode(); // 0x45f5a00 [Final Native Public]
    float GetFrameRateLimit(); // 0x3bc4300 [Final Native Public]
    int32 GetFramePace(); // 0x45f4020 [Final Native Static Public]
    int32 GetFoliageQuality(); // 0x363fa10 [Final Native Public]
    FIntPoint GetDesktopResolution(); // 0x45f5b10 [Final Native Public]
    FIntPoint GetDefaultWindowPosition(); // 0x45f4110 [Final Native Static Public]
    uint8 GetDefaultWindowMode(); // 0x1a26110 [Final Native Static Public]
    float GetDefaultResolutionScale(); // 0x45f41a0 [Native Public]
    FIntPoint GetDefaultResolution(); // 0x45f4130 [Final Native Static Public]
    int32 GetCurrentHDRDisplayNits(); // 0x45f3c00 [Final Native Public]
    int32 GetAudioQualityLevel(); // 0x45f54b0 [Final Native Public]
    int32 GetAntiAliasingQuality(); // 0x1a9a4d0 [Final Native Public]
    void EnableHDRDisplayOutput(bool bEnable, int32 DisplayNits); // 0x45f3c30 [Final Native Public]
    void ConfirmVideoMode(); // 0x15e0ff0 [Native Public]
    void ApplySettings(bool bCheckForCommandLineOverrides); // 0x45f5c90 [Native Public]
    void ApplyResolutionSettings(bool bCheckForCommandLineOverrides); // 0x45f5bb0 [Final Native Public]
    void ApplyNonResolutionSettings(); // 0x10ce7c0 [Native Public]
    void ApplyHardwareBenchmarkResults(); // 0x21b85d0 [Native Public]

// ASpotLight (/Script/Engine.SpotLight)
    void SetOuterConeAngle(float NewOuterConeAngle); // 0x4761e20 [Final Native Public]
    void SetInnerConeAngle(float NewInnerConeAngle); // 0x4761f30 [Final Native Public]

// UHealthSnapshotBlueprintLibrary (/Script/Engine.HealthSnapshotBlueprintLibrary)
    void StopPerformanceSnapshots(); // 0x45f7ba0 [Final Native Static Public]
    void StartPerformanceSnapshots(); // 0x45f7bc0 [Final Native Static Public]
    void LogPerformanceSnapshot(const FString& SnapshotTitle, bool bResetStats); // 0x45f79e0 [Final Native Static Public]

// UImportanceSamplingLibrary (/Script/Engine.ImportanceSamplingLibrary)
    float RandomSobolFloat(int32 Index, int32 Dimension, float Seed); // 0x4600150 [Final Native Static Public]
    FVector RandomSobolCell3D(int32 Index, int32 NumCells, const FVector& Cell, const FVector& Seed); // 0x45ff620 [Final Native Static Public]
    FVector2D RandomSobolCell2D(int32 Index, int32 NumCells, const FVector2D& Cell, const FVector2D& Seed); // 0x45ffc80 [Final Native Static Public]
    float NextSobolFloat(int32 Index, int32 Dimension, float PreviousValue); // 0x45ffef0 [Final Native Static Public]
    FVector NextSobolCell3D(int32 Index, int32 NumCells, const FVector& PreviousValue); // 0x45ff2f0 [Final Native Static Public]
    FVector2D NextSobolCell2D(int32 Index, int32 NumCells, const FVector2D& PreviousValue); // 0x45ff980 [Final Native Static Public]
    FImportanceTexture MakeImportanceTexture(UTexture2D* Texture, uint8 WeightingFunc); // 0x45fe9a0 [Final Native Static Public]
    void ImportanceSample(FImportanceTexture& Texture, const FVector2D& Rand, int32 Samples, float Intensity, const FVector2D& SamplePosition, const FLinearColor& SampleColor, const float& SampleIntensity, const float& SampleSize); // 0x45fe230 [Final Native Static Public]
    void BreakImportanceTexture(FImportanceTexture& ImportanceTexture, const UTexture2D*& Texture, const uint8& WeightingFunc); // 0x45fe740 [Final Native Static Public]

// UInputSettings (/Script/Engine.InputSettings)
    void SaveKeyMappings(); // 0x4602ed0 [Final Native Public]
    void RemoveAxisMapping(FInputAxisKeyMapping& KeyMapping, bool bForceRebuildKeymaps); // 0x4602f60 [Final Native Public]
    void RemoveActionMapping(FInputActionKeyMapping& KeyMapping, bool bForceRebuildKeymaps); // 0x4603680 [Final Native Public]
    UInputSettings* GetInputSettings(); // 0x4603dc0 [Final Native Static Public]
    void GetAxisNames(const TArray<void>& AxisNames); // 0x4602bd0 [Final Native Public]
    void GetAxisMappingByName(const FName& InAxisName, const TArray<void>& OutMappings); // 0x46031e0 [Final Native Public]
    void GetActionNames(const TArray<void>& ActionNames); // 0x4602d10 [Final Native Public]
    void GetActionMappingByName(const FName& InActionName, const TArray<void>& OutMappings); // 0x4603910 [Final Native Public]
    void ForceRebuildKeymaps(); // 0x4602bb0 [Final Native Public]
    void AddAxisMapping(FInputAxisKeyMapping& KeyMapping, bool bForceRebuildKeymaps); // 0x4603450 [Final Native Public]
    void AddActionMapping(FInputActionKeyMapping& KeyMapping, bool bForceRebuildKeymaps); // 0x4603b70 [Final Native Public]

// UInterpToMovementComponent (/Script/Engine.InterpToMovementComponent)
    void StopSimulating(FHitResult& HitResult); // 0x4608a00 [Final Native Public]
    void RestartMovement(float InitialDirection); // 0x4608790 [Final Native Public]
    void ResetControlPoints(); // 0x4608720 [Final Native Public]
    void OnInterpToWaitEndDelegate__DelegateSignature(FHitResult& ImpactResult, float Time); // 0x274f500 [Public]
    void OnInterpToWaitBeginDelegate__DelegateSignature(FHitResult& ImpactResult, float Time); // 0x274f500 [Public]
    void OnInterpToStopDelegate__DelegateSignature(FHitResult& ImpactResult, float Time); // 0x274f500 [Public]
    void OnInterpToReverseDelegate__DelegateSignature(FHitResult& ImpactResult, float Time); // 0x274f500 [Public]
    void OnInterpToResetDelegate__DelegateSignature(FHitResult& ImpactResult, float Time); // 0x274f500 [Public]
    void FinaliseControlPoints(); // 0x4608770 [Final Native Public]
    void AddControlPointPosition(const FVector& Pos, bool bPositionIsRelative); // 0x4608870 [Native Public]

// UKismetArrayLibrary (/Script/Engine.KismetArrayLibrary)
    void SetArrayPropertyByName(UObject* Object, const FName& PropertyName, const TArray<void>& Value); // 0x460e8c0 [Final Native Static Public]
    void FilterArray(const TArray<TSubclassOf<AActor>>& TargetArray, TSubclassOf<AActor> FilterClass, const TArray<void>& FilteredArray); // 0x460f3c0 [Final Native Static Public]
    void Array_Swap(const TArray<int32>& TargetArray, int32 FirstIndex, int32 SecondIndex); // 0x460e1b0 [Final Native Static Public]
    void Array_Shuffle(const TArray<void>& TargetArray); // 0x460c870 [Final Native Static Public]
    void Array_Set(const TArray<int32>& TargetArray, int32 Index, const int32& Item, bool bSizeToFit); // 0x460de60 [Final Native Static Public]
    void Array_Reverse(const TArray<void>& TargetArray); // 0x460d7f0 [Final Native Static Public]
    void Array_Resize(const TArray<int32>& TargetArray, int32 Size); // 0x460d670 [Final Native Static Public]
    bool Array_RemoveItem(const TArray<int32>& TargetArray, const int32& Item); // 0x460d200 [Final Native Static Public]
    void Array_Remove(const TArray<int32>& TargetArray, int32 IndexToRemove); // 0x460d080 [Final Native Static Public]
    void Array_RandomFromStream(const TArray<FRandomStream>& TargetArray, const FRandomStream& RandomStream, const int32& OutItem, const int32& OutIndex); // 0x460f010 [Final Native Static Public]
    void Array_Random(const TArray<int32>& TargetArray, const int32& OutItem, const int32& OutIndex); // 0x460ece0 [Final Native Static Public]
    int32 Array_Length(const TArray<int32>& TargetArray); // 0x460d960 [Final Native Static Public]
    int32 Array_LastIndex(const TArray<int32>& TargetArray); // 0x460da60 [Final Native Static Public]
    bool Array_IsValidIndex(const TArray<int32>& TargetArray, int32 IndexToTest); // 0x460eb40 [Final Native Static Public]
    void Array_Insert(const TArray<int32>& TargetArray, const int32& NewItem, int32 Index); // 0x460cdc0 [Final Native Static Public]
    bool Array_Identical(const TArray<TArray<bool>>& ArrayA, const TArray<bool>& ArrayB); // 0x460ca60 [Final Native Static Public]
    void Array_Get(const TArray<int32>& TargetArray, int32 Index, const int32& Item); // 0x460db80 [Final Native Static Public]
    int32 Array_Find(const TArray<int32>& TargetArray, const int32& ItemToFind); // 0x460e3c0 [Final Native Static Public]
    bool Array_Contains(const TArray<int32>& TargetArray, const int32& ItemToFind); // 0x460e640 [Final Native Static Public]
    void Array_Clear(const TArray<void>& TargetArray); // 0x460d4b0 [Final Native Static Public]
    void Array_Append(const TArray<TArray<void>>& TargetArray, const TArray<void>& SourceArray); // 0x460cc10 [Final Native Static Public]
    int32 Array_AddUnique(const TArray<int32>& TargetArray, const int32& NewItem); // 0x460c620 [Final Native Static Public]
    int32 Array_Add(const TArray<int32>& TargetArray, const int32& NewItem); // 0x460c3d0 [Final Native Static Public]

// UKismetGuidLibrary (/Script/Engine.KismetGuidLibrary)
    void Parse_StringToGuid(const FString& GuidString, const FGuid& OutGuid, const bool& success); // 0x46111e0 [Final Native Static Public]
    bool NotEqual_GuidGuid(const FGuid& A, const FGuid& B); // 0x4611760 [Final Native Static Public]
    FGuid NewGuid(); // 0x4611540 [Final Native Static Public]
    bool IsValid_Guid(const FGuid& InGuid); // 0x4611670 [Final Native Static Public]
    void Invalidate_Guid(const FGuid& InGuid); // 0x4611590 [Final Native Static Public]
    bool EqualEqual_GuidGuid(const FGuid& A, const FGuid& B); // 0x4611910 [Final Native Static Public]
    FString Conv_GuidToString(const FGuid& InGuid); // 0x46113f0 [Final Native Static Public]

// UKismetInputLibrary (/Script/Engine.KismetInputLibrary)
    bool PointerEvent_IsTouchEvent(FPointerEvent& Input); // 0x4612160 [Final Native Static Public]
    bool PointerEvent_IsMouseButtonDown(FPointerEvent& Input, const FKey& MouseButton); // 0x4612ad0 [Final Native Static Public]
    float PointerEvent_GetWheelDelta(FPointerEvent& Input); // 0x4612760 [Final Native Static Public]
    int32 PointerEvent_GetUserIndex(FPointerEvent& Input); // 0x46125e0 [Final Native Static Public]
    int32 PointerEvent_GetTouchpadIndex(FPointerEvent& Input); // 0x46122e0 [Final Native Static Public]
    FVector2D PointerEvent_GetScreenSpacePosition(FPointerEvent& Input); // 0x46130b0 [Final Native Static Public]
    int32 PointerEvent_GetPointerIndex(FPointerEvent& Input); // 0x4612460 [Final Native Static Public]
    FVector2D PointerEvent_GetLastScreenSpacePosition(FPointerEvent& Input); // 0x4612f20 [Final Native Static Public]
    ESlateGesture PointerEvent_GetGestureType(FPointerEvent& Input); // 0x4611fa0 [Final Native Static Public]
    FVector2D PointerEvent_GetGestureDelta(FPointerEvent& Input); // 0x4611e10 [Final Native Static Public]
    FKey PointerEvent_GetEffectingButton(FPointerEvent& Input); // 0x46128e0 [Final Native Static Public]
    FVector2D PointerEvent_GetCursorDelta(FPointerEvent& Input); // 0x4612d90 [Final Native Static Public]
    bool Key_IsVectorAxis(FKey& Key); // 0x4615450 [Final Native Static Public]
    bool Key_IsValid(FKey& Key); // 0x4614bf0 [Final Native Static Public]
    bool Key_IsMouseButton(FKey& Key); // 0x4615700 [Final Native Static Public]
    bool Key_IsModifierKey(FKey& Key); // 0x4615960 [Final Native Static Public]
    bool Key_IsKeyboardKey(FKey& Key); // 0x46155a0 [Final Native Static Public]
    bool Key_IsGamepadKey(FKey& Key); // 0x4615830 [Final Native Static Public]
    bool Key_IsDigital(FKey& Key); // 0x4614d30 [Final Native Static Public]
    bool Key_IsButtonAxis(FKey& Key); // 0x4614f90 [Final Native Static Public]
    bool Key_IsAxis3D(FKey& Key); // 0x46150c0 [Final Native Static Public]
    bool Key_IsAxis2D(FKey& Key); // 0x46151f0 [Final Native Static Public]
    bool Key_IsAxis1D(FKey& Key); // 0x4615320 [Final Native Static Public]
    bool Key_IsAnalog(FKey& Key); // 0x4614e60 [Final Native Static Public]
    EUINavigation Key_GetNavigationDirectionFromKey(FKeyEvent& InKeyEvent); // 0x4614820 [Final Native Static Public]
    EUINavigation Key_GetNavigationDirectionFromAnalog(FAnalogInputEvent& InAnalogEvent); // 0x46146b0 [Final Native Static Public]
    EUINavigationAction Key_GetNavigationActionFromKey(FKeyEvent& InKeyEvent); // 0x4614970 [Final Native Static Public]
    EUINavigationAction Key_GetNavigationAction(FKey& InKey); // 0x4614ac0 [Final Native Static Public]
    FText Key_GetDisplayName(FKey& Key); // 0x4614540 [Final Native Static Public]
    bool InputEvent_IsShiftDown(FInputEvent& Input); // 0x4614340 [Final Native Static Public]
    bool InputEvent_IsRightShiftDown(FInputEvent& Input); // 0x4614140 [Final Native Static Public]
    bool InputEvent_IsRightControlDown(FInputEvent& Input); // 0x4613e40 [Final Native Static Public]
    bool InputEvent_IsRightCommandDown(FInputEvent& Input); // 0x4613840 [Final Native Static Public]
    bool InputEvent_IsRightAltDown(FInputEvent& Input); // 0x4613b40 [Final Native Static Public]
    bool InputEvent_IsRepeat(FInputEvent& Input); // 0x4614440 [Final Native Static Public]
    bool InputEvent_IsLeftShiftDown(FInputEvent& Input); // 0x4614240 [Final Native Static Public]
    bool InputEvent_IsLeftControlDown(FInputEvent& Input); // 0x4613f40 [Final Native Static Public]
    bool InputEvent_IsLeftCommandDown(FInputEvent& Input); // 0x4613940 [Final Native Static Public]
    bool InputEvent_IsLeftAltDown(FInputEvent& Input); // 0x4613c40 [Final Native Static Public]
    bool InputEvent_IsControlDown(FInputEvent& Input); // 0x4614040 [Final Native Static Public]
    bool InputEvent_IsCommandDown(FInputEvent& Input); // 0x4613a40 [Final Native Static Public]
    bool InputEvent_IsAltDown(FInputEvent& Input); // 0x4613d40 [Final Native Static Public]
    FText InputChord_GetDisplayName(FInputChord& Key); // 0x46136a0 [Final Native Static Public]
    int32 GetUserIndex(FKeyEvent& Input); // 0x46133a0 [Final Native Static Public]
    FKey GetKey(FKeyEvent& Input); // 0x46134e0 [Final Native Static Public]
    float GetAnalogValue(FAnalogInputEvent& Input); // 0x4613240 [Final Native Static Public]
    bool EqualEqual_KeyKey(const FKey& A, const FKey& B); // 0x4615d50 [Final Native Static Public]
    bool EqualEqual_InputChordInputChord(const FInputChord& A, const FInputChord& B); // 0x4615a90 [Final Native Static Public]
    void CalibrateTilt(); // 0x4615f90 [Final Native Static Public]

// UKismetInternationalizationLibrary (/Script/Engine.KismetInternationalizationLibrary)
    bool SetCurrentLocale(const FString& culture, bool SaveToConfig); // 0x4617bc0 [Final Native Static Public]
    bool SetCurrentLanguageAndLocale(const FString& culture, bool SaveToConfig); // 0x4617890 [Final Native Static Public]
    bool SetCurrentLanguage(const FString& culture, bool SaveToConfig); // 0x4617da0 [Final Native Static Public]
    bool SetCurrentCulture(const FString& culture, bool SaveToConfig); // 0x4617f80 [Final Native Static Public]
    bool SetCurrentAssetGroupCulture(const FName& AssetGroup, const FString& culture, bool SaveToConfig); // 0x4617690 [Final Native Static Public]
    FString GetSuitableCulture(const TArray<FString>& AvailableCultures, const FString& CultureToMatch, const FString& FallbackCulture); // 0x4616cc0 [Final Native Static Public]
    FString GetNativeCulture(const ELocalizedTextSourceCategory& TextCategory); // 0x46172a0 [Final Native Static Public]
    TArray<void> GetLocalizedCultures(bool IncludeGame, bool IncludeEngine, bool IncludeEditor, bool IncludeAdditional); // 0x4616f60 [Final Native Static Public]
    FString GetCurrentLocale(); // 0x4617aa0 [Final Native Static Public]
    FString GetCurrentLanguage(); // 0x1a46260 [Final Native Static Public]
    FString GetCurrentCulture(); // 0x1a46260 [Final Native Static Public]
    FString GetCurrentAssetGroupCulture(const FName& AssetGroup); // 0x4617570 [Final Native Static Public]
    FString GetCultureDisplayName(const FString& culture, bool Localized); // 0x4616a10 [Final Native Static Public]
    void ClearCurrentAssetGroupCulture(const FName& AssetGroup, bool SaveToConfig); // 0x4617410 [Final Native Static Public]

// UKismetMaterialLibrary (/Script/Engine.KismetMaterialLibrary)
    void SetVectorParameterValue(UObject* WorldContextObject, UMaterialParameterCollection* Collection, const FName& ParameterName, const FLinearColor& ParameterValue); // 0x4618cc0 [Final Native Static Public]
    void SetScalarParameterValue(UObject* WorldContextObject, UMaterialParameterCollection* Collection, const FName& ParameterName, float ParameterValue); // 0x4618f10 [Final Native Static Public]
    FLinearColor GetVectorParameterValue(UObject* WorldContextObject, UMaterialParameterCollection* Collection, const FName& ParameterName); // 0x46188f0 [Final Native Static Public]
    float GetScalarParameterValue(UObject* WorldContextObject, UMaterialParameterCollection* Collection, const FName& ParameterName); // 0x4618ae0 [Final Native Static Public]
    UMaterialInstanceDynamic* CreateDynamicMaterialInstance(UObject* WorldContextObject, UMaterialInterface* Parent, const FName& OptionalName, const EMIDCreationFlags& CreationFlags); // 0x4618610 [Final Native Static Public]

// UKismetMathLibrary (/Script/Engine.KismetMathLibrary)
    int32 Xor_IntInt(int32 A, int32 B); // 0x4658840 [Final Native Static Public]
    int64 Xor_Int64Int64(int64 A, int64 B); // 0x46567f0 [Final Native Static Public]
    int32 Wrap(int32 Value, int32 Min, int32 Max); // 0x4657c00 [Final Native Static Public]
    FVector WeightedMovingAverage_FVector(const FVector& CurrentSample, const FVector& PreviousSample, float Weight); // 0x461afb0 [Final Native Static Public]
    FRotator WeightedMovingAverage_FRotator(const FRotator& CurrentSample, const FRotator& PreviousSample, float Weight); // 0x461acb0 [Final Native Static Public]
    float WeightedMovingAverage_Float(float CurrentSample, float PreviousSample, float Weight); // 0x461b230 [Final Native Static Public]
    float VSizeXYSquared(const FVector& A); // 0x4643db0 [Final Native Static Public]
    float VSizeXY(const FVector& A); // 0x4643e90 [Final Native Static Public]
    float VSizeSquared(const FVector& A); // 0x4643f70 [Final Native Static Public]
    float VSize2DSquared(const FVector2D& A); // 0x464a2e0 [Final Native Static Public]
    float VSize2D(const FVector2D& A); // 0x464a3c0 [Final Native Static Public]
    float VSize(const FVector& A); // 0x4644060 [Final Native Static Public]
    FVector VLerp(const FVector& A, const FVector& B, float Alpha); // 0x4642ae0 [Final Native Static Public]
    FVector VInterpTo_Constant(const FVector& Current, const FVector& Target, float DeltaTime, float InterpSpeed); // 0x46420a0 [Final Native Static Public]
    FVector VInterpTo(const FVector& Current, const FVector& Target, float DeltaTime, float InterpSpeed); // 0x46423d0 [Final Native Static Public]
    FVector VectorSpringInterp(const FVector& Current, const FVector& Target, FVectorSpringState& SpringState, float Stiffness, float CriticalDampingFactor, float DeltaTime, float Mass); // 0x4641a60 [Final Native Static Public]
    FVector Vector_Zero(); // 0x464a2b0 [Final Native Static Public]
    FVector Vector_Up(); // 0x464a1f0 [Final Native Static Public]
    void Vector_UnwindEuler(const FVector& A); // 0x4646d60 [Final Native Static Public]
    FVector2D Vector_UnitCartesianToSpherical(const FVector& A); // 0x46452b0 [Final Native Static Public]
    FVector Vector_ToRadians(const FVector& A); // 0x46454d0 [Final Native Static Public]
    FVector Vector_ToDegrees(const FVector& A); // 0x46453e0 [Final Native Static Public]
    FVector Vector_SnappedToGrid(const FVector& InVect, float InGridSize); // 0x4641370 [Final Native Static Public]
    void Vector_Set(const FVector& A, float X, float Y, float Z); // 0x4649980 [Final Native Static Public]
    FVector Vector_Right(); // 0x464a190 [Final Native Static Public]
    FVector Vector_Reciprocal(const FVector& A); // 0x4641930 [Final Native Static Public]
    FVector Vector_ProjectOnToNormal(const FVector& V, const FVector& InNormal); // 0x4640bc0 [Final Native Static Public]
    FVector Vector_One(); // 0x464a280 [Final Native Static Public]
    FVector Vector_NormalUnsafe(const FVector& A); // 0x4642f20 [Final Native Static Public]
    void Vector_Normalize(const FVector& A, float Tolerance); // 0x4642d00 [Final Native Static Public]
    FVector Vector_Normal2D(const FVector& A, float Tolerance); // 0x46430b0 [Final Native Static Public]
    FVector Vector_MirrorByPlane(const FVector& A, const FPlane& InPlane); // 0x46415d0 [Final Native Static Public]
    FVector Vector_Left(); // 0x464a160 [Final Native Static Public]
    bool Vector_IsZero(const FVector& A); // 0x4643b10 [Final Native Static Public]
    bool Vector_IsUnit(const FVector& A, float SquaredLenthTolerance); // 0x46436a0 [Final Native Static Public]
    bool Vector_IsUniform(const FVector& A, float Tolerance); // 0x4643840 [Final Native Static Public]
    bool Vector_IsNormal(const FVector& A); // 0x4643590 [Final Native Static Public]
    bool Vector_IsNearlyZero(const FVector& A, float Tolerance); // 0x4643c10 [Final Native Static Public]
    bool Vector_IsNAN(const FVector& A); // 0x46439f0 [Final Native Static Public]
    float Vector_HeadingAngle(const FVector& A); // 0x4645850 [Final Native Static Public]
    FVector Vector_GetSignVector(const FVector& A); // 0x4645ae0 [Final Native Static Public]
    FVector Vector_GetProjection(const FVector& A); // 0x46459f0 [Final Native Static Public]
    float Vector_GetAbsMin(const FVector& A); // 0x4645fe0 [Final Native Static Public]
    float Vector_GetAbsMax(const FVector& A); // 0x46460d0 [Final Native Static Public]
    FVector Vector_GetAbs(const FVector& A); // 0x4645ef0 [Final Native Static Public]
    FVector Vector_Forward(); // 0x464a250 [Final Native Static Public]
    FVector Vector_Down(); // 0x464a1c0 [Final Native Static Public]
    float Vector_DistanceSquared(const FVector& v1, const FVector& v2); // 0x4644430 [Final Native Static Public]
    float Vector_Distance2DSquared(const FVector& v1, const FVector& v2); // 0x4644150 [Final Native Static Public]
    float Vector_Distance2D(const FVector& v1, const FVector& v2); // 0x46442c0 [Final Native Static Public]
    float Vector_Distance(const FVector& v1, const FVector& v2); // 0x46445b0 [Final Native Static Public]
    float Vector_CosineAngle2D(const FVector& A, const FVector& B); // 0x46455c0 [Final Native Static Public]
    FVector Vector_ComponentMin(const FVector& A, const FVector& B); // 0x4645d70 [Final Native Static Public]
    FVector Vector_ComponentMax(const FVector& A, const FVector& B); // 0x4645bf0 [Final Native Static Public]
    FVector Vector_ClampSizeMax2D(const FVector& A, float Max); // 0x4646380 [Final Native Static Public]
    FVector Vector_ClampSizeMax(const FVector& A, float Max); // 0x46465b0 [Final Native Static Public]
    FVector Vector_ClampSize2D(const FVector& A, float Min, float Max); // 0x4646840 [Final Native Static Public]
    FVector Vector_BoundedToCube(const FVector& InVect, float InRadius); // 0x46411d0 [Final Native Static Public]
    FVector Vector_BoundedToBox(const FVector& InVect, const FVector& InBoxMin, const FVector& InBoxMax); // 0x4640d60 [Final Native Static Public]
    FVector Vector_Backward(); // 0x464a220 [Final Native Static Public]
    void Vector_Assign(const FVector& A, const FVector& InVector); // 0x4649bf0 [Final Native Static Public]
    void Vector_AddBounded(const FVector& A, const FVector& InAddVect, float InRadius); // 0x4640f80 [Final Native Static Public]
    FVector4 Vector4_Zero(); // 0x463ecb0 [Final Native Static Public]
    float Vector4_SizeSquared3(const FVector4& A); // 0x463c0a0 [Final Native Static Public]
    float Vector4_SizeSquared(const FVector4& A); // 0x463c2b0 [Final Native Static Public]
    float Vector4_Size3(const FVector4& A); // 0x463c1a0 [Final Native Static Public]
    float Vector4_Size(const FVector4& A); // 0x463c3c0 [Final Native Static Public]
    void Vector4_Set(const FVector4& A, float X, float Y, float Z, float W); // 0x463ce60 [Final Native Static Public]
    FVector4 Vector4_NormalUnsafe3(const FVector4& A); // 0x463b9e0 [Final Native Static Public]
    void Vector4_Normalize3(const FVector4& A, float Tolerance); // 0x463b790 [Final Native Static Public]
    FVector4 Vector4_Normal3(const FVector4& A, float Tolerance); // 0x463bb70 [Final Native Static Public]
    FVector4 Vector4_Negated(const FVector4& A); // 0x463d300 [Final Native Static Public]
    FVector4 Vector4_MirrorByVector3(const FVector4& Direction, const FVector4& SurfaceNormal); // 0x463b560 [Final Native Static Public]
    bool Vector4_IsZero(const FVector4& A); // 0x463c4d0 [Final Native Static Public]
    bool Vector4_IsUnit3(const FVector4& A, float SquaredLenthTolerance); // 0x463bef0 [Final Native Static Public]
    bool Vector4_IsNormal3(const FVector4& A); // 0x463bdd0 [Final Native Static Public]
    bool Vector4_IsNearlyZero3(const FVector4& A, float Tolerance); // 0x463c5e0 [Final Native Static Public]
    bool Vector4_IsNAN(const FVector4& A); // 0x463c790 [Final Native Static Public]
    float Vector4_DotProduct3(const FVector4& A, const FVector4& B); // 0x463c8d0 [Final Native Static Public]
    float Vector4_DotProduct(const FVector4& A, const FVector4& B); // 0x463ca90 [Final Native Static Public]
    FVector4 Vector4_CrossProduct3(const FVector4& A, const FVector4& B); // 0x463cc60 [Final Native Static Public]
    void Vector4_Assign(const FVector4& A, const FVector4& InVector); // 0x463d170 [Final Native Static Public]
    FVector2D Vector2DInterpTo_Constant(const FVector2D& Current, const FVector2D& Target, float DeltaTime, float InterpSpeed); // 0x464aff0 [Final Native Static Public]
    FVector2D Vector2DInterpTo(const FVector2D& Current, const FVector2D& Target, float DeltaTime, float InterpSpeed); // 0x464b310 [Final Native Static Public]
    FVector2D Vector2D_Zero(); // 0x464e1d0 [Final Native Static Public]
    FVector2D Vector2D_Unit45Deg(); // 0x464e200 [Final Native Static Public]
    FVector2D Vector2D_One(); // 0x464e230 [Final Native Static Public]
    FVector VEase(const FVector& A, const FVector& B, float Alpha, uint8 EasingFunc, float BlendExp, int32 Steps); // 0x4642740 [Final Native Static Public]
    FDateTime UtcNow(); // 0x4628f10 [Final Native Static Public]
    FVector4 TransformVector4(const FMatrix& Matrix, const FVector4& Vec4); // 0x463b3a0 [Final Native Static Public]
    FRotator TransformRotation(FTransform& T, const FRotator& Rotation); // 0x4621380 [Final Native Static Public]
    FVector TransformLocation(FTransform& T, const FVector& Location); // 0x46219a0 [Final Native Static Public]
    FVector TransformDirection(FTransform& T, const FVector& Direction); // 0x4621780 [Final Native Static Public]
    float Transform_Determinant(FTransform& Transform); // 0x461f760 [Final Native Static Public]
    FVector2D ToSign2D(const FVector2D& A); // 0x464a4a0 [Final Native Static Public]
    FVector2D ToRounded2D(const FVector2D& A); // 0x464a5a0 [Final Native Static Public]
    void ToDirectionAndLength2D(const FVector2D& A, const FVector2D& OutDir, const float& OutLength); // 0x464a700 [Final Native Static Public]
    FDateTime Today(); // 0x4628fb0 [Final Native Static Public]
    FTransform TLerp(FTransform& A, FTransform& B, float Alpha, uint8 InterpMode); // 0x46200e0 [Final Native Static Public]
    FTransform TInterpTo(FTransform& Current, FTransform& Target, float DeltaTime, float InterpSpeed); // 0x461f950 [Final Native Static Public]
    FTimespan TimespanZeroValue(); // 0x13c5b50 [Final Native Static Public]
    float TimespanRatio(const FTimespan& A, const FTimespan& B); // 0x4625e20 [Final Native Static Public]
    FTimespan TimespanMinValue(); // 0x4628b30 [Final Native Static Public]
    FTimespan TimespanMaxValue(); // 0x4628b60 [Final Native Static Public]
    bool TimespanFromString(const FString& TimespanString, const FTimespan& Result); // 0x4625c60 [Final Native Static Public]
    FTransform TEase(FTransform& A, FTransform& B, float Alpha, uint8 EasingFunc, float BlendExp, int32 Steps); // 0x461fca0 [Final Native Static Public]
    float Tan(float A); // 0x4653e70 [Final Native Static Public]
    FVector Subtract_VectorVector(const FVector& A, const FVector& B); // 0x4648a90 [Final Native Static Public]
    FVector Subtract_VectorInt(const FVector& A, int32 B); // 0x4648790 [Final Native Static Public]
    FVector Subtract_VectorFloat(const FVector& A, float B); // 0x4648910 [Final Native Static Public]
    FVector4 Subtract_Vector4Vector4(const FVector4& A, const FVector4& B); // 0x463dff0 [Final Native Static Public]
    FVector2D Subtract_Vector2DVector2D(const FVector2D& A, const FVector2D& B); // 0x464d7e0 [Final Native Static Public]
    FVector2D Subtract_Vector2DFloat(const FVector2D& A, float B); // 0x464d670 [Final Native Static Public]
    FTimespan Subtract_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x46278f0 [Final Native Static Public]
    FQuat Subtract_QuatQuat(FQuat& A, FQuat& B); // 0x4631700 [Final Native Static Public]
    FLinearColor Subtract_LinearColorLinearColor(const FLinearColor& A, const FLinearColor& B); // 0x462b330 [Final Native Static Public]
    FIntPoint Subtract_IntPointIntPoint(const FIntPoint& A, const FIntPoint& B); // 0x464ecd0 [Final Native Static Public]
    FIntPoint Subtract_IntPointInt(const FIntPoint& A, int32 B); // 0x464eb60 [Final Native Static Public]
    int32 Subtract_IntInt(int32 A, int32 B); // 0x46595e0 [Final Native Static Public]
    int64 Subtract_Int64Int64(int64 A, int64 B); // 0x46575b0 [Final Native Static Public]
    float Subtract_FloatFloat(float A, float B); // 0x46554b0 [Final Native Static Public]
    FDateTime Subtract_DateTimeTimespan(const FDateTime& A, const FTimespan& B); // 0x46278f0 [Final Native Static Public]
    FTimespan Subtract_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x46278f0 [Final Native Static Public]
    uint8 Subtract_ByteByte(uint8 A, uint8 B); // 0x465a7f0 [Final Native Static Public]
    float Square(float A); // 0x4653710 [Final Native Static Public]
    float Sqrt(float A); // 0x46537e0 [Final Native Static Public]
    FVector Spherical2DToUnitCartesian(const FVector2D& A); // 0x464a940 [Final Native Static Public]
    float Sin(float A); // 0x46541f0 [Final Native Static Public]
    int64 SignOfInteger64(int64 A); // 0x46564e0 [Final Native Static Public]
    int32 SignOfInteger(int32 A); // 0x4658530 [Final Native Static Public]
    float SignOfFloat(float A); // 0x4650340 [Final Native Static Public]
    void SetRandomStreamSeed(const FRandomStream& Stream, int32 NewSeed); // 0x461d6b0 [Final Native Static Public]
    void Set2D(const FVector2D& A, float X, float Y); // 0x464c680 [Final Native Static Public]
    FVector SelectVector(const FVector& A, const FVector& B, bool bPickA); // 0x4623960 [Final Native Static Public]
    FTransform SelectTransform(FTransform& A, FTransform& B, bool bPickA); // 0x46234c0 [Final Native Static Public]
    FString SelectString(const FString& A, const FString& B, bool bPickA); // 0x4623f50 [Final Native Static Public]
    FRotator SelectRotator(const FRotator& A, const FRotator& B, bool bPickA); // 0x4623960 [Final Native Static Public]
    UObject* SelectObject(UObject* A, UObject* B, bool bSelectA); // 0x46232e0 [Final Native Static Public]
    int32 SelectInt(int32 A, int32 B, bool bPickA); // 0x4623d80 [Final Native Static Public]
    float SelectFloat(float A, float B, bool bPickA); // 0x4623b80 [Final Native Static Public]
    FLinearColor SelectColor(const FLinearColor& A, const FLinearColor& B, bool bPickA); // 0x4623760 [Final Native Static Public]
    TSubclassOf<UObject> SelectClass(TSubclassOf<UObject> A, TSubclassOf<UObject> B, bool bSelectA); // 0x46232e0 [Final Native Static Public]
    void SeedRandomStream(const FRandomStream& Stream); // 0x461d810 [Final Native Static Public]
    float SafeDivide(float A, float B); // 0x4652250 [Final Native Static Public]
    int64 Round64(float A); // 0x4650930 [Final Native Static Public]
    int32 Round(float A); // 0x4650ce0 [Final Native Static Public]
    FRotator RotatorFromAxisAndAngle(const FVector& Axis, float Angle); // 0x4649180 [Final Native Static Public]
    FVector RotateAngleAxis(const FVector& InVect, float AngleDeg, const FVector& Axis); // 0x4646fc0 [Final Native Static Public]
    FRotator RLerp(const FRotator& A, const FRotator& B, float Alpha, bool bShortestPath); // 0x4637ba0 [Final Native Static Public]
    FRotator RInterpTo_Constant(const FRotator& Current, const FRotator& Target, float DeltaTime, float InterpSpeed); // 0x461eac0 [Final Native Static Public]
    FRotator RInterpTo(const FRotator& Current, const FRotator& Target, float DeltaTime, float InterpSpeed); // 0x461ed60 [Final Native Static Public]
    void RGBToHSV_Vector(const FLinearColor& RGB, const FLinearColor& HSV); // 0x462d1b0 [Final Native Static Public]
    void RGBToHSV(const FLinearColor& InColor, const float& H, const float& S, const float& V, const float& A); // 0x462d300 [Final Native Static Public]
    FLinearColor RGBLinearToHSV(const FLinearColor& RGB); // 0x462d0d0 [Final Native Static Public]
    void ResetVectorSpringState(FVectorSpringState& SpringState); // 0x461e470 [Final Native Static Public]
    void ResetRandomStream(const FRandomStream& Stream); // 0x461d8f0 [Final Native Static Public]
    void ResetFloatSpringState(FFloatSpringState& SpringState); // 0x461e580 [Final Native Static Public]
    FRotator REase(const FRotator& A, const FRotator& B, float Alpha, bool bShortestPath, uint8 EasingFunc, float BlendExp, int32 Steps); // 0x4637350 [Final Native Static Public]
    FVector RandomUnitVectorInEllipticalConeInRadiansFromStream(const FVector& ConeDir, float MaxYawInRadians, float MaxPitchInRadians, const FRandomStream& Stream); // 0x461d010 [Final Native Static Public]
    FVector RandomUnitVectorInEllipticalConeInRadians(const FVector& ConeDir, float MaxYawInRadians, float MaxPitchInRadians); // 0x463eef0 [Final Native Static Public]
    FVector RandomUnitVectorInEllipticalConeInDegreesFromStream(const FVector& ConeDir, float MaxYawInDegrees, float MaxPitchInDegrees, const FRandomStream& Stream); // 0x461cd60 [Final Native Static Public]
    FVector RandomUnitVectorInEllipticalConeInDegrees(const FVector& ConeDir, float MaxYawInDegrees, float MaxPitchInDegrees); // 0x463ecd0 [Final Native Static Public]
    FVector RandomUnitVectorInConeInRadiansFromStream(const FVector& ConeDir, float ConeHalfAngleInRadians, const FRandomStream& Stream); // 0x461d4b0 [Final Native Static Public]
    FVector RandomUnitVectorInConeInRadians(const FVector& ConeDir, float ConeHalfAngleInRadians); // 0x463f290 [Final Native Static Public]
    FVector RandomUnitVectorInConeInDegreesFromStream(const FVector& ConeDir, float ConeHalfAngleInDegrees, const FRandomStream& Stream); // 0x461d2b0 [Final Native Static Public]
    FVector RandomUnitVectorInConeInDegrees(const FVector& ConeDir, float ConeHalfAngleInDegrees); // 0x463f100 [Final Native Static Public]
    FVector RandomUnitVectorFromStream(const FRandomStream& Stream); // 0x461dbb0 [Final Native Static Public]
    FVector RandomUnitVector(); // 0x463f670 [Final Native Static Public]
    FRotator RandomRotatorFromStream(bool bRoll, const FRandomStream& Stream); // 0x461d9c0 [Final Native Static Public]
    FRotator RandomRotator(bool bRoll); // 0x4638270 [Final Native Static Public]
    FVector RandomPointInBoundingBox(const FVector& Origin, const FVector& BoxExtent); // 0x463f410 [Final Native Static Public]
    int32 RandomIntegerInRangeFromStream(int32 Min, int32 Max, const FRandomStream& Stream); // 0x461e0c0 [Final Native Static Public]
    int32 RandomIntegerInRange(int32 Min, int32 Max); // 0x4658280 [Final Native Static Public]
    int32 RandomIntegerFromStream(int32 Max, const FRandomStream& Stream); // 0x461e2e0 [Final Native Static Public]
    int64 RandomInteger64InRange(int64 Min, int64 Max); // 0x4656210 [Final Native Static Public]
    int64 RandomInteger64(int64 Max); // 0x46563c0 [Final Native Static Public]
    int32 RandomInteger(int32 Max); // 0x4658420 [Final Native Static Public]
    float RandomFloatInRangeFromStream(float Min, float Max, const FRandomStream& Stream); // 0x461dca0 [Final Native Static Public]
    float RandomFloatInRange(float Min, float Max); // 0x4653530 [Final Native Static Public]
    float RandomFloatFromStream(const FRandomStream& Stream); // 0x461deb0 [Final Native Static Public]
    float RandomFloat(); // 0x46536d0 [Final Native Static Public]
    bool RandomBoolWithWeightFromStream(float Weight, const FRandomStream& RandomStream); // 0x465b9c0 [Final Native Static Public]
    bool RandomBoolWithWeight(float Weight); // 0x465bb50 [Final Native Static Public]
    bool RandomBoolFromStream(const FRandomStream& Stream); // 0x461dfb0 [Final Native Static Public]
    bool RandomBool(); // 0x465bc60 [Final Native Static Public]
    float RadiansToDegrees(float A); // 0x4653350 [Final Native Static Public]
    FVector Quat_VectorUp(FQuat& Q); // 0x4630590 [Final Native Static Public]
    FVector Quat_VectorRight(FQuat& Q); // 0x46306f0 [Final Native Static Public]
    FVector Quat_VectorForward(FQuat& Q); // 0x4630830 [Final Native Static Public]
    FVector Quat_UnrotateVector(FQuat& Q, const FVector& V); // 0x462f080 [Final Native Static Public]
    float Quat_SizeSquared(FQuat& Q); // 0x462f5e0 [Final Native Static Public]
    float Quat_Size(FQuat& Q); // 0x462f6f0 [Final Native Static Public]
    void Quat_SetFromEuler(FQuat& Q, const FVector& Euler); // 0x462f9e0 [Final Native Static Public]
    void Quat_SetComponents(FQuat& Q, float X, float Y, float Z, float W); // 0x462fb60 [Final Native Static Public]
    FRotator Quat_Rotator(FQuat& Q); // 0x462f800 [Final Native Static Public]
    FVector Quat_RotateVector(FQuat& Q, const FVector& V); // 0x462f340 [Final Native Static Public]
    FQuat Quat_Normalized(FQuat& Q, float Tolerance); // 0x46301b0 [Final Native Static Public]
    void Quat_Normalize(FQuat& Q, float Tolerance); // 0x46303a0 [Final Native Static Public]
    FQuat Quat_MakeFromEuler(const FVector& Euler); // 0x462f8f0 [Final Native Static Public]
    FQuat Quat_Log(FQuat& Q); // 0x462fe60 [Final Native Static Public]
    bool Quat_IsNormalized(FQuat& Q); // 0x4631270 [Final Native Static Public]
    bool Quat_IsNonFinite(FQuat& Q); // 0x4631010 [Final Native Static Public]
    bool Quat_IsIdentity(FQuat& Q, float Tolerance); // 0x4631380 [Final Native Static Public]
    bool Quat_IsFinite(FQuat& Q); // 0x4631140 [Final Native Static Public]
    FQuat Quat_Inversed(FQuat& Q); // 0x462ff50 [Final Native Static Public]
    FQuat Quat_Identity(); // 0x4631ea0 [Final Native Static Public]
    FVector Quat_GetRotationAxis(FQuat& Q); // 0x4630030 [Final Native Static Public]
    FVector Quat_GetAxisZ(FQuat& Q); // 0x4630590 [Final Native Static Public]
    FVector Quat_GetAxisY(FQuat& Q); // 0x46306f0 [Final Native Static Public]
    FVector Quat_GetAxisX(FQuat& Q); // 0x4630830 [Final Native Static Public]
    float Quat_GetAngle(FQuat& Q); // 0x4630980 [Final Native Static Public]
    FQuat Quat_Exp(FQuat& Q); // 0x4630a80 [Final Native Static Public]
    FVector Quat_Euler(FQuat& Q); // 0x4630b70 [Final Native Static Public]
    void Quat_EnforceShortestArcWith(FQuat& A, FQuat& B); // 0x4630c70 [Final Native Static Public]
    float Quat_AngularDistance(FQuat& A, FQuat& B); // 0x4630e30 [Final Native Static Public]
    FVector ProjectVectorOnToVector(const FVector& V, const FVector& Target); // 0x46409b0 [Final Native Static Public]
    FVector ProjectVectorOnToPlane(const FVector& V, const FVector& PlaneNormal); // 0x46405a0 [Final Native Static Public]
    FVector ProjectPointOnToPlane(const FVector& Point, const FVector& PlaneBase, const FVector& PlaneNormal); // 0x4640760 [Final Native Static Public]
    bool PointsAreCoplanar(const TArray<float>& Points, float Tolerance); // 0x461c620 [Final Native Static Public]
    float PerlinNoise1D(float Value); // 0x461cc90 [Final Native Static Public]
    int32 Percent_IntInt(int32 A, int32 B); // 0x4659880 [Final Native Static Public]
    float Percent_FloatFloat(float A, float B); // 0x46195b0 [Final Native Static Public]
    uint8 Percent_ByteByte(uint8 A, uint8 B); // 0x465aa90 [Final Native Static Public]
    int32 Or_IntInt(int32 A, int32 B); // 0x46586f0 [Final Native Static Public]
    int64 Or_Int64Int64(int64 A, int64 B); // 0x46566a0 [Final Native Static Public]
    FDateTime Now(); // 0x4629060 [Final Native Static Public]
    bool NotEqualExactly_VectorVector(const FVector& A, const FVector& B); // 0x4647a50 [Final Native Static Public]
    bool NotEqualExactly_Vector4Vector4(const FVector4& A, const FVector4& B); // 0x463d660 [Final Native Static Public]
    bool NotEqualExactly_Vector2DVector2D(const FVector2D& A, const FVector2D& B); // 0x464cb60 [Final Native Static Public]
    bool NotEqual_VectorVector(const FVector& A, const FVector& B, float ErrorTolerance); // 0x4647820 [Final Native Static Public]
    bool NotEqual_Vector4Vector4(const FVector4& A, const FVector4& B, float ErrorTolerance); // 0x463d3f0 [Final Native Static Public]
    bool NotEqual_Vector2DVector2D(const FVector2D& A, const FVector2D& B, float ErrorTolerance); // 0x464c960 [Final Native Static Public]
    bool NotEqual_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x4627370 [Final Native Static Public]
    bool NotEqual_RotatorRotator(const FRotator& A, const FRotator& B, float ErrorTolerance); // 0x4639570 [Final Native Static Public]
    bool NotEqual_QuatQuat(FQuat& A, FQuat& B, float ErrorTolerance); // 0x4631a00 [Final Native Static Public]
    bool NotEqual_ObjectObject(UObject* A, UObject* B); // 0x4623040 [Final Native Static Public]
    bool NotEqual_NameName(const FName& A, const FName& B); // 0x4622b50 [Final Native Static Public]
    bool NotEqual_MatrixMatrix(const FMatrix& A, const FMatrix& B, float Tolerance); // 0x4636130 [Final Native Static Public]
    bool NotEqual_LinearColorLinearColor(const FLinearColor& A, const FLinearColor& B); // 0x462b650 [Final Native Static Public]
    bool NotEqual_IntPointIntPoint(const FIntPoint& A, const FIntPoint& B); // 0x464e260 [Final Native Static Public]
    bool NotEqual_IntInt(int32 A, int32 B); // 0x4658e00 [Final Native Static Public]
    bool NotEqual_Int64Int64(int64 A, int64 B); // 0x4656dd0 [Final Native Static Public]
    bool NotEqual_FloatFloat(float A, float B); // 0x4654a40 [Final Native Static Public]
    bool NotEqual_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x4627370 [Final Native Static Public]
    bool NotEqual_ClassClass(TSubclassOf<UObject> A, TSubclassOf<UObject> B); // 0x4623040 [Final Native Static Public]
    bool NotEqual_ByteByte(uint8 A, uint8 B); // 0x4659cf0 [Final Native Static Public]
    bool NotEqual_BoolBool(bool A, bool B); // 0x465b610 [Final Native Static Public]
    bool Not_PreBool(bool A); // 0x465b8f0 [Final Native Static Public]
    int64 Not_Int64(int64 A); // 0x46565d0 [Final Native Static Public]
    int32 Not_Int(int32 A); // 0x4658620 [Final Native Static Public]
    FVector2D NormalSafe2D(const FVector2D& A, float Tolerance); // 0x464ade0 [Final Native Static Public]
    float NormalizeToRange(float Value, float RangeMin, float RangeMax); // 0x4650100 [Final Native Static Public]
    FRotator NormalizedDeltaRotator(const FRotator& A, const FRotator& B); // 0x4637110 [Final Native Static Public]
    float NormalizeAxis(float Angle); // 0x4636f00 [Final Native Static Public]
    void Normalize2D(const FVector2D& A, float Tolerance); // 0x464aa70 [Final Native Static Public]
    FVector2D Normal2D(const FVector2D& A); // 0x464ac80 [Final Native Static Public]
    FVector Normal(const FVector& A, float Tolerance); // 0x4643330 [Final Native Static Public]
    FVector NegateVector(const FVector& A); // 0x4647f80 [Final Native Static Public]
    FRotator NegateRotator(const FRotator& A); // 0x4638aa0 [Final Native Static Public]
    FVector2D Negated2D(const FVector2D& A); // 0x464c870 [Final Native Static Public]
    bool NearlyEqual_TransformTransform(FTransform& A, FTransform& B, float LocationTolerance, float RotationTolerance, float Scale3DTolerance); // 0x4621df0 [Final Native Static Public]
    bool NearlyEqual_FloatFloat(float A, float B, float ErrorTolerance); // 0x4654bc0 [Final Native Static Public]
    float MultiplyMultiply_FloatFloat(float Base, float Exp); // 0x4655b10 [Final Native Static Public]
    float MultiplyByPi(float Value); // 0x464f9d0 [Final Native Static Public]
    FVector Multiply_VectorVector(const FVector& A, const FVector& B); // 0x4648610 [Final Native Static Public]
    FVector Multiply_VectorInt(const FVector& A, int32 B); // 0x4639270 [Final Native Static Public]
    FVector Multiply_VectorFloat(const FVector& A, float B); // 0x46393f0 [Final Native Static Public]
    FVector4 Multiply_Vector4Vector4(const FVector4& A, const FVector4& B); // 0x463de20 [Final Native Static Public]
    FVector2D Multiply_Vector2DVector2D(const FVector2D& A, const FVector2D& B); // 0x464d510 [Final Native Static Public]
    FVector2D Multiply_Vector2DFloat(const FVector2D& A, float B); // 0x464d3a0 [Final Native Static Public]
    FTimespan Multiply_TimespanFloat(const FTimespan& A, float Scalar); // 0x4627780 [Final Native Static Public]
    FRotator Multiply_RotatorInt(const FRotator& A, int32 B); // 0x4639270 [Final Native Static Public]
    FRotator Multiply_RotatorFloat(const FRotator& A, float B); // 0x46393f0 [Final Native Static Public]
    FQuat Multiply_QuatQuat(FQuat& A, FQuat& B); // 0x4631530 [Final Native Static Public]
    FMatrix Multiply_MatrixMatrix(const FMatrix& A, const FMatrix& B); // 0x4636a10 [Final Native Static Public]
    FMatrix Multiply_MatrixFloat(const FMatrix& A, float B); // 0x46365f0 [Final Native Static Public]
    FLinearColor Multiply_LinearColorLinearColor(const FLinearColor& A, const FLinearColor& B); // 0x462b1a0 [Final Native Static Public]
    FLinearColor Multiply_LinearColorFloat(const FLinearColor& A, float B); // 0x462b040 [Final Native Static Public]
    FIntPoint Multiply_IntPointIntPoint(const FIntPoint& A, const FIntPoint& B); // 0x464e9e0 [Final Native Static Public]
    FIntPoint Multiply_IntPointInt(const FIntPoint& A, int32 B); // 0x464e870 [Final Native Static Public]
    int32 Multiply_IntInt(int32 A, int32 B); // 0x4659ba0 [Final Native Static Public]
    float Multiply_IntFloat(int32 A, float B); // 0x4655850 [Final Native Static Public]
    int64 Multiply_Int64Int64(int64 A, int64 B); // 0x46579e0 [Final Native Static Public]
    float Multiply_FloatFloat(float A, float B); // 0x46559b0 [Final Native Static Public]
    uint8 Multiply_ByteByte(uint8 A, uint8 B); // 0x465ad90 [Final Native Static Public]
    FVector MirrorVectorByNormal(const FVector& InVect, const FVector& InNormal); // 0x46417a0 [Final Native Static Public]
    void MinOfIntArray(const TArray<int32>& IntArray, const int32& IndexOfMinValue, const int32& MinValue); // 0x4651d70 [Final Native Static Public]
    void MinOfFloatArray(const TArray<int32>& FloatArray, const int32& IndexOfMinValue, const float& MinValue); // 0x4651810 [Final Native Static Public]
    void MinOfByteArray(const TArray<int32>& ByteArray, const int32& IndexOfMinValue, const uint8& MinValue); // 0x4651330 [Final Native Static Public]
    int64 MinInt64(int64 A, int64 B); // 0x46560b0 [Final Native Static Public]
    void MinimumAreaRectangle(UObject* WorldContextObject, const TArray<FVector>& InVerts, const FVector& SampleSurfaceNormal, const FVector& OutRectCenter, const FRotator& OutRectRotation, const float& OutSideLengthX, const float& OutSideLengthY, bool bDebugDraw); // 0x461c7b0 [Final Native Static Public]
    int32 Min(int32 A, int32 B); // 0x4658130 [Final Native Static Public]
    void MaxOfIntArray(const TArray<int32>& IntArray, const int32& IndexOfMaxValue, const int32& MaxValue); // 0x4651fe0 [Final Native Static Public]
    void MaxOfFloatArray(const TArray<int32>& FloatArray, const int32& IndexOfMaxValue, const float& MaxValue); // 0x4651b50 [Final Native Static Public]
    void MaxOfByteArray(const TArray<int32>& ByteArray, const int32& IndexOfMaxValue, const uint8& MaxValue); // 0x46515a0 [Final Native Static Public]
    int64 MaxInt64(int64 A, int64 B); // 0x4655f50 [Final Native Static Public]
    int32 Max(int32 A, int32 B); // 0x4657fe0 [Final Native Static Public]
    FVector4 Matrix_TransformVector4(const FMatrix& M, const FVector4& V); // 0x4635f70 [Final Native Static Public]
    FVector4 Matrix_TransformVector(const FMatrix& M, const FVector& V); // 0x4635970 [Final Native Static Public]
    FVector4 Matrix_TransformPosition(const FMatrix& M, const FVector& V); // 0x4635d90 [Final Native Static Public]
    FQuat Matrix_ToQuat(const FMatrix& M); // 0x4632ff0 [Final Native Static Public]
    void Matrix_SetOrigin(const FMatrix& M, const FVector& NewOrigin); // 0x4633580 [Final Native Static Public]
    void Matrix_SetColumn(const FMatrix& M, uint8 Column, const FVector& Value); // 0x46331d0 [Final Native Static Public]
    void Matrix_SetAxis(const FMatrix& M, uint8 Axis, const FVector& AxisVector); // 0x4633700 [Final Native Static Public]
    FMatrix Matrix_ScaleTranslation(const FMatrix& M, const FVector& Scale3D); // 0x4634600 [Final Native Static Public]
    FMatrix Matrix_RemoveTranslation(const FMatrix& M); // 0x4634ad0 [Final Native Static Public]
    void Matrix_RemoveScaling(const FMatrix& M, float Tolerance); // 0x4634f40 [Final Native Static Public]
    FMatrix Matrix_Mirror(const FMatrix& M, uint8 MirrorAxis, uint8 FlipAxis); // 0x4631ec0 [Final Native Static Public]
    FVector Matrix_InverseTransformVector(const FMatrix& M, const FVector& V); // 0x4635740 [Final Native Static Public]
    FVector Matrix_InverseTransformPosition(const FMatrix& M, const FVector& V); // 0x4635b50 [Final Native Static Public]
    FMatrix Matrix_Identity(); // 0x4636cc0 [Final Native Static Public]
    FVector Matrix_GetUnitAxis(const FMatrix& M, uint8 Axis); // 0x4633bc0 [Final Native Static Public]
    void Matrix_GetUnitAxes(const FMatrix& M, const FVector& X, const FVector& Y, const FVector& Z); // 0x4633920 [Final Native Static Public]
    FMatrix Matrix_GetTransposed(const FMatrix& M); // 0x4635510 [Final Native Static Public]
    FMatrix Matrix_GetTransposeAdjoint(const FMatrix& M); // 0x46350b0 [Final Native Static Public]
    FVector Matrix_GetScaleVector(const FMatrix& M, float Tolerance); // 0x4634be0 [Final Native Static Public]
    FVector Matrix_GetScaledAxis(const FMatrix& M, uint8 Axis); // 0x4634020 [Final Native Static Public]
    void Matrix_GetScaledAxes(const FMatrix& M, const FVector& X, const FVector& Y, const FVector& Z); // 0x4633d50 [Final Native Static Public]
    float Matrix_GetRotDeterminant(const FMatrix& M); // 0x46352d0 [Final Native Static Public]
    FRotator Matrix_GetRotator(const FMatrix& M); // 0x46330e0 [Final Native Static Public]
    FVector Matrix_GetOrigin(const FMatrix& InMatrix); // 0x4636d10 [Final Native Static Public]
    float Matrix_GetMaximumAxisScale(const FMatrix& M); // 0x4634520 [Final Native Static Public]
    FMatrix Matrix_GetMatrixWithoutScale(const FMatrix& M, float Tolerance); // 0x4634d70 [Final Native Static Public]
    FMatrix Matrix_GetInverse(const FMatrix& M); // 0x46351c0 [Final Native Static Public]
    bool Matrix_GetFrustumTopPlane(const FMatrix& M, const FPlane& OutPlane); // 0x46323a0 [Final Native Static Public]
    bool Matrix_GetFrustumRightPlane(const FMatrix& M, const FPlane& OutPlane); // 0x4632620 [Final Native Static Public]
    bool Matrix_GetFrustumNearPlane(const FMatrix& M, const FPlane& OutPlane); // 0x4632da0 [Final Native Static Public]
    bool Matrix_GetFrustumLeftPlane(const FMatrix& M, const FPlane& OutPlane); // 0x46328a0 [Final Native Static Public]
    bool Matrix_GetFrustumFarPlane(const FMatrix& M, const FPlane& OutPlane); // 0x4632b20 [Final Native Static Public]
    bool Matrix_GetFrustumBottomPlane(const FMatrix& M, const FPlane& OutPlane); // 0x4632120 [Final Native Static Public]
    float Matrix_GetDeterminant(const FMatrix& M); // 0x4635430 [Final Native Static Public]
    FVector Matrix_GetColumn(const FMatrix& M, uint8 Column); // 0x46333f0 [Final Native Static Public]
    bool Matrix_ContainsNaN(const FMatrix& M); // 0x46347e0 [Final Native Static Public]
    FMatrix Matrix_ConcatenateTranslation(const FMatrix& M, const FVector& Translation); // 0x46348c0 [Final Native Static Public]
    FMatrix Matrix_ApplyScale(const FMatrix& M, float Scale); // 0x4634220 [Final Native Static Public]
    float MapRangeUnclamped(float Value, float InRangeA, float InRangeB, float OutRangeA, float OutRangeB); // 0x464fdb0 [Final Native Static Public]
    float MapRangeClamped(float Value, float InRangeA, float InRangeB, float OutRangeA, float OutRangeB); // 0x464faa0 [Final Native Static Public]
    FVector4 MakeVector4(float X, float Y, float Z, float W); // 0x463ea20 [Final Native Static Public]
    FVector2D MakeVector2D(float X, float Y); // 0x464e060 [Final Native Static Public]
    FVector MakeVector(float X, float Y, float Z); // 0x4649f70 [Final Native Static Public]
    FTransform MakeTransform(const FVector& Location, const FRotator& Rotation, const FVector& Scale); // 0x46227a0 [Final Native Static Public]
    FTimespan MakeTimespan2(int32 Days, int32 Hours, int32 Minutes, int32 Seconds, int32 FractionNano); // 0x46284d0 [Final Native Static Public]
    FTimespan MakeTimespan(int32 Days, int32 Hours, int32 Minutes, int32 Seconds, int32 Milliseconds); // 0x4628800 [Final Native Static Public]
    FRotator MakeRotFromZY(const FVector& Z, const FVector& Y); // 0x463a490 [Final Native Static Public]
    FRotator MakeRotFromZX(const FVector& Z, const FVector& X); // 0x463a640 [Final Native Static Public]
    FRotator MakeRotFromZ(const FVector& Z); // 0x463aeb0 [Final Native Static Public]
    FRotator MakeRotFromYZ(const FVector& Y, const FVector& Z); // 0x463a7f0 [Final Native Static Public]
    FRotator MakeRotFromYX(const FVector& Y, const FVector& X); // 0x463a9a0 [Final Native Static Public]
    FRotator MakeRotFromY(const FVector& Y); // 0x463afb0 [Final Native Static Public]
    FRotator MakeRotFromXZ(const FVector& X, const FVector& Z); // 0x463ab50 [Final Native Static Public]
    FRotator MakeRotFromXY(const FVector& X, const FVector& Y); // 0x463ad00 [Final Native Static Public]
    FRotator MakeRotFromX(const FVector& X); // 0x463b0b0 [Final Native Static Public]
    FRotator MakeRotator(float Roll, float Pitch, float Yaw); // 0x463b1b0 [Final Native Static Public]
    FRotator MakeRotationFromAxes(const FVector& Forward, const FVector& Right, const FVector& Up); // 0x463a260 [Final Native Static Public]
    FTransform MakeRelativeTransform(FTransform& A, FTransform& RelativeTo); // 0x4620890 [Final Native Static Public]
    FRandomStream MakeRandomStream(int32 InitialSeed); // 0x4624340 [Final Native Static Public]
    FQualifiedFrameTime MakeQualifiedFrameTime(const FFrameNumber& Frame, const FFrameRate& FrameRate, float SubFrame); // 0x4625a30 [Final Native Static Public]
    float MakePulsatingValue(float InCurrentTime, float InPulsesPerSecond, float InPhase); // 0x464f4d0 [Final Native Static Public]
    FPlane MakePlaneFromPointAndNormal(const FVector& Point, const FVector& Normal); // 0x462ac30 [Final Native Static Public]
    FFrameRate MakeFrameRate(int32 Numerator, int32 Denominator); // 0x4625610 [Final Native Static Public]
    FDateTime MakeDateTime(int32 Year, int32 Month, int32 Day, int32 Hour, int32 Minute, int32 Second, int32 Millisecond); // 0x462a530 [Final Native Static Public]
    FLinearColor MakeColor(float R, float G, float B, float A); // 0x462ecf0 [Final Native Static Public]
    FBox2D MakeBox2D(const FVector2D& Min, const FVector2D& Max); // 0x4624420 [Final Native Static Public]
    FBox MakeBox(const FVector& Min, const FVector& Max); // 0x46245a0 [Final Native Static Public]
    float Loge(float A); // 0x46538f0 [Final Native Static Public]
    float Log(float A, float Base); // 0x46539c0 [Final Native Static Public]
    bool LinePlaneIntersection_OriginNormal(const FVector& LineStart, const FVector& LineEnd, const FVector& PlaneOrigin, const FVector& PlaneNormal, const float& T, const FVector& Intersection); // 0x461b440 [Final Native Static Public]
    bool LinePlaneIntersection(const FVector& LineStart, const FVector& LineEnd, const FPlane& APlane, const float& T, const FVector& Intersection); // 0x461b8d0 [Final Native Static Public]
    FLinearColor LinearColorLerpUsingHSV(const FLinearColor& A, const FLinearColor& B, float Alpha); // 0x462bbb0 [Final Native Static Public]
    FLinearColor LinearColorLerp(const FLinearColor& A, const FLinearColor& B, float Alpha); // 0x462bdc0 [Final Native Static Public]
    FLinearColor LinearColor_Yellow(); // 0x462efa0 [Final Native Static Public]
    FLinearColor LinearColor_White(); // 0x462f060 [Final Native Static Public]
    FLinearColor LinearColor_Transparent(); // 0x462ef80 [Final Native Static Public]
    FColor LinearColor_ToRGBE(const FLinearColor& InLinearColor); // 0x462cf10 [Final Native Static Public]
    FLinearColor LinearColor_ToNewOpacity(const FLinearColor& InColor, float InOpacity); // 0x462c570 [Final Native Static Public]
    void LinearColor_SetTemperature(const FLinearColor& InOutColor, float InTemperature); // 0x462dd50 [Final Native Static Public]
    void LinearColor_SetRGBA(const FLinearColor& InOutColor, float R, float G, float B, float A); // 0x462e560 [Final Native Static Public]
    void LinearColor_SetRandomHue(const FLinearColor& InOutColor); // 0x462dc10 [Final Native Static Public]
    void LinearColor_SetFromSRGB(const FLinearColor& InOutColor, const FColor& InSRGB); // 0x462e090 [Final Native Static Public]
    void LinearColor_SetFromPow22(const FLinearColor& InOutColor, const FColor& InColor); // 0x462ded0 [Final Native Static Public]
    void LinearColor_SetFromHSV(const FLinearColor& InOutColor, float H, float S, float V, float A); // 0x462e250 [Final Native Static Public]
    void LinearColor_Set(const FLinearColor& InOutColor, const FLinearColor& InColor); // 0x462e860 [Final Native Static Public]
    FLinearColor LinearColor_Red(); // 0x462f000 [Final Native Static Public]
    FColor LinearColor_QuantizeRound(const FLinearColor& InColor); // 0x462ca90 [Final Native Static Public]
    FColor LinearColor_Quantize(const FLinearColor& InColor); // 0x462cc20 [Final Native Static Public]
    bool LinearColor_IsNearEqual(const FLinearColor& A, const FLinearColor& B, float Tolerance); // 0x462b970 [Final Native Static Public]
    FLinearColor LinearColor_Green(); // 0x462efe0 [Final Native Static Public]
    FLinearColor LinearColor_Gray(); // 0x462f040 [Final Native Static Public]
    float LinearColor_GetMin(const FLinearColor& InColor); // 0x462c2b0 [Final Native Static Public]
    float LinearColor_GetMax(const FLinearColor& InColor); // 0x462c390 [Final Native Static Public]
    float LinearColor_GetLuminance(const FLinearColor& InColor); // 0x462c470 [Final Native Static Public]
    float LinearColor_Distance(const FLinearColor& C1, const FLinearColor& C2); // 0x462c6f0 [Final Native Static Public]
    FLinearColor LinearColor_Desaturated(const FLinearColor& InColor, float InDesaturation); // 0x462c890 [Final Native Static Public]
    FLinearColor LinearColor_Blue(); // 0x462efc0 [Final Native Static Public]
    FLinearColor LinearColor_Black(); // 0x462f020 [Final Native Static Public]
    FVector LessLess_VectorRotator(const FVector& A, const FRotator& B); // 0x4646e30 [Final Native Static Public]
    bool LessEqual_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x4626e30 [Final Native Static Public]
    bool LessEqual_IntInt(int32 A, int32 B); // 0x46591f0 [Final Native Static Public]
    bool LessEqual_Int64Int64(int64 A, int64 B); // 0x46571c0 [Final Native Static Public]
    bool LessEqual_FloatFloat(float A, float B); // 0x4655090 [Final Native Static Public]
    bool LessEqual_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x4626e30 [Final Native Static Public]
    bool LessEqual_ByteByte(uint8 A, uint8 B); // 0x465a110 [Final Native Static Public]
    bool Less_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x4626f80 [Final Native Static Public]
    bool Less_IntInt(int32 A, int32 B); // 0x4659490 [Final Native Static Public]
    bool Less_Int64Int64(int64 A, int64 B); // 0x4657460 [Final Native Static Public]
    bool Less_FloatFloat(float A, float B); // 0x4655350 [Final Native Static Public]
    bool Less_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x4626f80 [Final Native Static Public]
    bool Less_ByteByte(uint8 A, uint8 B); // 0x465a3d0 [Final Native Static Public]
    float Lerp(float A, float B, float Alpha); // 0x4651140 [Final Native Static Public]
    bool IsZero2D(const FVector2D& A); // 0x464b630 [Final Native Static Public]
    bool IsPointInBoxWithTransform(const FVector& Point, FTransform& BoxWorldTransform, const FVector& BoxExtent); // 0x461c080 [Final Native Static Public]
    bool IsPointInBox(const FVector& Point, const FVector& BoxOrigin, const FVector& BoxExtent); // 0x461c3c0 [Final Native Static Public]
    bool IsNearlyZero2D(const FVector2D& A, float Tolerance); // 0x464b730 [Final Native Static Public]
    bool IsMorning(const FDateTime& A); // 0x46295b0 [Final Native Static Public]
    bool IsLeapYear(int32 Year); // 0x4629130 [Final Native Static Public]
    bool IsAfternoon(const FDateTime& A); // 0x46296c0 [Final Native Static Public]
    FTransform InvertTransform(FTransform& T); // 0x4620420 [Final Native Static Public]
    FRotator InverseTransformRotation(FTransform& T, const FRotator& Rotation); // 0x4620ac0 [Final Native Static Public]
    FVector InverseTransformLocation(FTransform& T, const FVector& Location); // 0x4621100 [Final Native Static Public]
    FVector InverseTransformDirection(FTransform& T, const FVector& Direction); // 0x4620ed0 [Final Native Static Public]
    FIntPoint IntPoint_Zero(); // 0x45f4130 [Final Native Static Public]
    FIntPoint IntPoint_Up(); // 0x464f280 [Final Native Static Public]
    FIntPoint IntPoint_Right(); // 0x464f230 [Final Native Static Public]
    FIntPoint IntPoint_One(); // 0x464f2b0 [Final Native Static Public]
    FIntPoint IntPoint_Left(); // 0x464f250 [Final Native Static Public]
    FIntPoint IntPoint_Down(); // 0x464f200 [Final Native Static Public]
    bool InRange_IntInt(int32 Value, int32 Min, int32 Max, bool InclusiveMin, bool InclusiveMax); // 0x4658ae0 [Final Native Static Public]
    bool InRange_Int64Int64(int64 Value, int64 Min, int64 Max, bool InclusiveMin, bool InclusiveMax); // 0x4656a90 [Final Native Static Public]
    bool InRange_FloatFloat(float Value, float Min, float Max, bool InclusiveMin, bool InclusiveMax); // 0x4654700 [Final Native Static Public]
    float Hypotenuse(float Width, float Height); // 0x4654550 [Final Native Static Public]
    FLinearColor HSVToRGBLinear(const FLinearColor& HSV); // 0x462d640 [Final Native Static Public]
    void HSVToRGB_Vector(const FLinearColor& HSV, const FLinearColor& RGB); // 0x462d720 [Final Native Static Public]
    FLinearColor HSVToRGB(float H, float S, float V, float A); // 0x462d870 [Final Native Static Public]
    float GridSnap_Float(float Location, float GridSize); // 0x4654390 [Final Native Static Public]
    FVector GreaterGreater_VectorRotator(const FVector& A, const FRotator& B); // 0x46472d0 [Final Native Static Public]
    bool GreaterEqual_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x46270d0 [Final Native Static Public]
    bool GreaterEqual_IntInt(int32 A, int32 B); // 0x46590a0 [Final Native Static Public]
    bool GreaterEqual_Int64Int64(int64 A, int64 B); // 0x4657070 [Final Native Static Public]
    bool GreaterEqual_FloatFloat(float A, float B); // 0x4654f30 [Final Native Static Public]
    bool GreaterEqual_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x46270d0 [Final Native Static Public]
    bool GreaterEqual_ByteByte(uint8 A, uint8 B); // 0x4659fb0 [Final Native Static Public]
    bool Greater_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x4627220 [Final Native Static Public]
    bool Greater_IntInt(int32 A, int32 B); // 0x4659340 [Final Native Static Public]
    bool Greater_Int64Int64(int64 A, int64 B); // 0x4657310 [Final Native Static Public]
    bool Greater_FloatFloat(float A, float B); // 0x46551f0 [Final Native Static Public]
    bool Greater_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x4627220 [Final Native Static Public]
    bool Greater_ByteByte(uint8 A, uint8 B); // 0x465a270 [Final Native Static Public]
    int32 GetYear(const FDateTime& A); // 0x46297d0 [Final Native Static Public]
    void GetYawPitchFromVector(const FVector& InVec, const float& Yaw, const float& Pitch); // 0x4644d20 [Final Native Static Public]
    FVector GetVectorArrayAverage(const TArray<FVector>& Vectors); // 0x4644830 [Final Native Static Public]
    FVector GetUpVector(const FRotator& InRot); // 0x46388a0 [Final Native Static Public]
    float GetTotalSeconds(const FTimespan& A); // 0x46263f0 [Final Native Static Public]
    float GetTotalMinutes(const FTimespan& A); // 0x46264d0 [Final Native Static Public]
    float GetTotalMilliseconds(const FTimespan& A); // 0x46265b0 [Final Native Static Public]
    float GetTotalHours(const FTimespan& A); // 0x4626690 [Final Native Static Public]
    float GetTotalDays(const FTimespan& A); // 0x4626770 [Final Native Static Public]
    FTimespan GetTimeOfDay(const FDateTime& A); // 0x46298b0 [Final Native Static Public]
    float GetTAU(); // 0x46534f0 [Final Native Static Public]
    void GetSlopeDegreeAngles(const FVector& MyRightYAxis, const FVector& FloorNormal, const FVector& UpVector, const float& OutSlopePitchDegreeAngle, const float& OutSlopeRollDegreeAngle); // 0x461bd30 [Final Native Static Public]
    int32 GetSeconds(const FTimespan& A); // 0x4626850 [Final Native Static Public]
    int32 GetSecond(const FDateTime& A); // 0x4626850 [Final Native Static Public]
    FVector2D GetRotated2D(const FVector2D& A, float AngleDeg); // 0x464b8c0 [Final Native Static Public]
    FVector GetRightVector(const FRotator& InRot); // 0x46389a0 [Final Native Static Public]
    FVector GetReflectionVector(const FVector& Direction, const FVector& SurfaceNormal); // 0x46417a0 [Final Native Static Public]
    float GetPointDistanceToSegment(const FVector& Point, const FVector& SegmentStart, const FVector& SegmentEnd); // 0x463f8d0 [Final Native Static Public]
    float GetPointDistanceToLine(const FVector& Point, const FVector& LineOrigin, const FVector& LineDirection); // 0x463f6b0 [Final Native Static Public]
    float GetPI(); // 0x4653510 [Final Native Static Public]
    int32 GetMonth(const FDateTime& A); // 0x4629990 [Final Native Static Public]
    int32 GetMinutes(const FTimespan& A); // 0x4626960 [Final Native Static Public]
    int32 GetMinute(const FDateTime& A); // 0x4626960 [Final Native Static Public]
    float GetMinElement(const FVector& A); // 0x46462a0 [Final Native Static Public]
    float GetMin2D(const FVector2D& A); // 0x464bb80 [Final Native Static Public]
    int32 GetMilliseconds(const FTimespan& A); // 0x4626a70 [Final Native Static Public]
    int32 GetMillisecond(const FDateTime& A); // 0x4629a70 [Final Native Static Public]
    float GetMaxElement(const FVector& A); // 0x46461c0 [Final Native Static Public]
    float GetMax2D(const FVector2D& A); // 0x464bc50 [Final Native Static Public]
    int32 GetHours(const FTimespan& A); // 0x4626b80 [Final Native Static Public]
    int32 GetHour12(const FDateTime& A); // 0x4629b80 [Final Native Static Public]
    int32 GetHour(const FDateTime& A); // 0x4626b80 [Final Native Static Public]
    FVector GetForwardVector(const FRotator& InRot); // 0x46387b0 [Final Native Static Public]
    FTimespan GetDuration(const FTimespan& A); // 0x4626c80 [Final Native Static Public]
    FVector GetDirectionUnitVector(const FVector& From, const FVector& To); // 0x4645040 [Final Native Static Public]
    int32 GetDays(const FTimespan& A); // 0x4626d50 [Final Native Static Public]
    int32 GetDayOfYear(const FDateTime& A); // 0x4629cb0 [Final Native Static Public]
    int32 GetDay(const FDateTime& A); // 0x4629d90 [Final Native Static Public]
    FDateTime GetDate(const FDateTime& A); // 0x4629e70 [Final Native Static Public]
    void GetAzimuthAndElevation(const FVector& InDirection, FTransform& ReferenceFrame, const float& Azimuth, const float& Elevation); // 0x4644a30 [Final Native Static Public]
    void GetAxes(const FRotator& A, const FVector& X, const FVector& Y, const FVector& Z); // 0x46383c0 [Final Native Static Public]
    float GetAbsMax2D(const FVector2D& A); // 0x464bd20 [Final Native Static Public]
    FVector2D GetAbs2D(const FVector2D& A); // 0x464be00 [Final Native Static Public]
    float FWrap(float Value, float Min, float Max); // 0x46523d0 [Final Native Static Public]
    FIntVector FTruncVector(const FVector& InVector); // 0x4644740 [Final Native Static Public]
    int64 FTrunc64(float A); // 0x4650750 [Final Native Static Public]
    int32 FTrunc(float A); // 0x4650b30 [Final Native Static Public]
    FTimespan FromSeconds(float Seconds); // 0x4625f90 [Final Native Static Public]
    FTimespan FromMinutes(float Minutes); // 0x4626070 [Final Native Static Public]
    FTimespan FromMilliseconds(float Milliseconds); // 0x4626150 [Final Native Static Public]
    FTimespan FromHours(float Hours); // 0x4626230 [Final Native Static Public]
    FTimespan FromDays(float Days); // 0x4626310 [Final Native Static Public]
    float Fraction(float A); // 0x4655770 [Final Native Static Public]
    int32 FMod(float Dividend, float Divisor, const float& Remainder); // 0x4650460 [Final Native Static Public]
    float FMin(float A, float B); // 0x4652930 [Final Native Static Public]
    float FMax(float A, float B); // 0x46527d0 [Final Native Static Public]
    float FloatSpringInterp(float Current, float Target, FFloatSpringState& SpringState, float Stiffness, float CriticalDampingFactor, float DeltaTime, float Mass); // 0x461e650 [Final Native Static Public]
    float FixedTurn(float InCurrent, float InDesired, float InDeltaRate); // 0x464f2e0 [Final Native Static Public]
    float FInterpTo_Constant(float Current, float Target, float DeltaTime, float InterpSpeed); // 0x461f000 [Final Native Static Public]
    float FInterpTo(float Current, float Target, float DeltaTime, float InterpSpeed); // 0x461f2b0 [Final Native Static Public]
    float FInterpEaseInOut(float A, float B, float Alpha, float Exponent); // 0x464f6f0 [Final Native Static Public]
    void FindNearestPointsOnLineSegments(const FVector& Segment1Start, const FVector& Segment1End, const FVector& Segment2Start, const FVector& Segment2End, const FVector& Segment1Point, const FVector& Segment2Point); // 0x46401e0 [Final Native Static Public]
    FRotator FindLookAtRotation(const FVector& Start, const FVector& Target); // 0x463a080 [Final Native Static Public]
    FVector FindClosestPointOnSegment(const FVector& Point, const FVector& SegmentStart, const FVector& SegmentEnd); // 0x463ff10 [Final Native Static Public]
    FVector FindClosestPointOnLine(const FVector& Point, const FVector& LineOrigin, const FVector& LineDirection); // 0x463fc00 [Final Native Static Public]
    int64 FFloor64(float A); // 0x4650820 [Final Native Static Public]
    int32 FFloor(float A); // 0x4650c00 [Final Native Static Public]
    float FClamp(float Value, float Min, float Max); // 0x46525e0 [Final Native Static Public]
    int64 FCeil64(float A); // 0x4650640 [Final Native Static Public]
    int32 FCeil(float A); // 0x4650a50 [Final Native Static Public]
    float Exp(float A); // 0x4653b60 [Final Native Static Public]
    bool EqualExactly_VectorVector(const FVector& A, const FVector& B); // 0x4647e00 [Final Native Static Public]
    bool EqualExactly_Vector4Vector4(const FVector4& A, const FVector4& B); // 0x463da90 [Final Native Static Public]
    bool EqualExactly_Vector2DVector2D(const FVector2D& A, const FVector2D& B); // 0x464ced0 [Final Native Static Public]
    bool EqualEqual_VectorVector(const FVector& A, const FVector& B, float ErrorTolerance); // 0x4647bd0 [Final Native Static Public]
    bool EqualEqual_Vector4Vector4(const FVector4& A, const FVector4& B, float ErrorTolerance); // 0x463d820 [Final Native Static Public]
    bool EqualEqual_Vector2DVector2D(const FVector2D& A, const FVector2D& B, float ErrorTolerance); // 0x464ccd0 [Final Native Static Public]
    bool EqualEqual_TransformTransform(FTransform& A, FTransform& B); // 0x46221e0 [Final Native Static Public]
    bool EqualEqual_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x46274c0 [Final Native Static Public]
    bool EqualEqual_RotatorRotator(const FRotator& A, const FRotator& B, float ErrorTolerance); // 0x4639840 [Final Native Static Public]
    bool EqualEqual_QuatQuat(FQuat& A, FQuat& B, float Tolerance); // 0x4631c50 [Final Native Static Public]
    bool EqualEqual_ObjectObject(UObject* A, UObject* B); // 0x4623190 [Final Native Static Public]
    bool EqualEqual_NameName(const FName& A, const FName& B); // 0x4622ca0 [Final Native Static Public]
    bool EqualEqual_MatrixMatrix(const FMatrix& A, const FMatrix& B, float Tolerance); // 0x4636390 [Final Native Static Public]
    bool EqualEqual_LinearColorLinearColor(const FLinearColor& A, const FLinearColor& B); // 0x462b7e0 [Final Native Static Public]
    bool EqualEqual_IntInt(int32 A, int32 B); // 0x4658f50 [Final Native Static Public]
    bool EqualEqual_Int64Int64(int64 A, int64 B); // 0x4656f20 [Final Native Static Public]
    bool EqualEqual_FloatFloat(float A, float B); // 0x4654db0 [Final Native Static Public]
    bool EqualEqual_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x46274c0 [Final Native Static Public]
    bool EqualEqual_ClassClass(TSubclassOf<UObject> A, TSubclassOf<UObject> B); // 0x4623190 [Final Native Static Public]
    bool EqualEqual_ByteByte(uint8 A, uint8 B); // 0x4659e50 [Final Native Static Public]
    bool EqualEqual_BoolBool(bool A, bool B); // 0x465b780 [Final Native Static Public]
    bool Equal_IntPointIntPoint(const FIntPoint& A, const FIntPoint& B); // 0x464e3d0 [Final Native Static Public]
    float Ease(float A, float B, float Alpha, uint8 EasingFunc, float BlendExp, int32 Steps); // 0x4650dc0 [Final Native Static Public]
    FVector DynamicWeightedMovingAverage_FVector(const FVector& CurrentSample, const FVector& PreviousSample, float MaxDistance, float MinWeight, float MaxWeight); // 0x461a600 [Final Native Static Public]
    FRotator DynamicWeightedMovingAverage_FRotator(const FRotator& CurrentSample, const FRotator& PreviousSample, float MaxDistance, float MinWeight, float MaxWeight); // 0x461a170 [Final Native Static Public]
    float DynamicWeightedMovingAverage_Float(float CurrentSample, float PreviousSample, float MaxDistance, float MinWeight, float MaxWeight); // 0x461a9a0 [Final Native Static Public]
    float DotProduct2D(const FVector2D& A, const FVector2D& B); // 0x464bee0 [Final Native Static Public]
    float Dot_VectorVector(const FVector& A, const FVector& B); // 0x46476b0 [Final Native Static Public]
    FVector Divide_VectorVector(const FVector& A, const FVector& B); // 0x4648430 [Final Native Static Public]
    FVector Divide_VectorInt(const FVector& A, int32 B); // 0x4648070 [Final Native Static Public]
    FVector Divide_VectorFloat(const FVector& A, float B); // 0x4648250 [Final Native Static Public]
    FVector4 Divide_Vector4Vector4(const FVector4& A, const FVector4& B); // 0x463dc50 [Final Native Static Public]
    FVector2D Divide_Vector2DVector2D(const FVector2D& A, const FVector2D& B); // 0x464d1f0 [Final Native Static Public]
    FVector2D Divide_Vector2DFloat(const FVector2D& A, float B); // 0x464d040 [Final Native Static Public]
    FTimespan Divide_TimespanFloat(const FTimespan& A, float Scalar); // 0x4627610 [Final Native Static Public]
    FLinearColor Divide_LinearColorLinearColor(const FLinearColor& A, const FLinearColor& B); // 0x462aeb0 [Final Native Static Public]
    FIntPoint Divide_IntPointIntPoint(const FIntPoint& A, const FIntPoint& B); // 0x464e6d0 [Final Native Static Public]
    FIntPoint Divide_IntPointInt(const FIntPoint& A, int32 B); // 0x464e540 [Final Native Static Public]
    int32 Divide_IntInt(int32 A, int32 B); // 0x4659a10 [Final Native Static Public]
    int64 Divide_Int64Int64(int64 A, int64 B); // 0x4657850 [Final Native Static Public]
    float Divide_FloatFloat(float A, float B); // 0x46193c0 [Final Native Static Public]
    uint8 Divide_ByteByte(uint8 A, uint8 B); // 0x465ac10 [Final Native Static Public]
    float DistanceSquared2D(const FVector2D& v1, const FVector2D& v2); // 0x464c040 [Final Native Static Public]
    float Distance2D(const FVector2D& v1, const FVector2D& v2); // 0x464c1b0 [Final Native Static Public]
    float DegTan(float A); // 0x4652ed0 [Final Native Static Public]
    float DegSin(float A); // 0x4653270 [Final Native Static Public]
    float DegreesToRadians(float A); // 0x4653420 [Final Native Static Public]
    float DegCos(float A); // 0x46530a0 [Final Native Static Public]
    float DegAtan2(float Y, float X); // 0x4652c80 [Final Native Static Public]
    float DegAtan(float A); // 0x4652df0 [Final Native Static Public]
    float DegAsin(float A); // 0x4653180 [Final Native Static Public]
    float DegAcos(float A); // 0x4652fb0 [Final Native Static Public]
    int32 DaysInYear(int32 Year); // 0x4629260 [Final Native Static Public]
    int32 DaysInMonth(int32 Year, int32 Month); // 0x4629390 [Final Native Static Public]
    FDateTime DateTimeMinValue(); // 0x13c5b50 [Final Native Static Public]
    FDateTime DateTimeMaxValue(); // 0x4629100 [Final Native Static Public]
    bool DateTimeFromString(const FString& DateTimeString, const FDateTime& Result); // 0x4628b90 [Final Native Static Public]
    bool DateTimeFromIsoString(const FString& IsoString, const FDateTime& Result); // 0x4628d50 [Final Native Static Public]
    float CrossProduct2D(const FVector2D& A, const FVector2D& B); // 0x464c320 [Final Native Static Public]
    FVector Cross_VectorVector(const FVector& A, const FVector& B); // 0x4647500 [Final Native Static Public]
    FVector CreateVectorFromYawPitch(float Yaw, float Pitch, float Length); // 0x4649d70 [Final Native Static Public]
    float Cos(float A); // 0x4654030 [Final Native Static Public]
    FTransform ConvertTransformToRelative(FTransform& Transform, FTransform& ParentTransform); // 0x4620660 [Final Native Static Public]
    FVector2D Conv_VectorToVector2D(const FVector& InVector); // 0x4649440 [Final Native Static Public]
    FTransform Conv_VectorToTransform(const FVector& InLocation); // 0x4649510 [Final Native Static Public]
    FRotator Conv_VectorToRotator(const FVector& InVec); // 0x4649300 [Final Native Static Public]
    FQuat Conv_VectorToQuaternion(const FVector& InVec); // 0x4649090 [Final Native Static Public]
    FLinearColor Conv_VectorToLinearColor(const FVector& InVec); // 0x4649600 [Final Native Static Public]
    FVector Conv_Vector4ToVector(const FVector4& InVector4); // 0x463e5d0 [Final Native Static Public]
    FRotator Conv_Vector4ToRotator(const FVector4& InVec); // 0x463e480 [Final Native Static Public]
    FQuat Conv_Vector4ToQuaternion(const FVector4& InVec); // 0x463e390 [Final Native Static Public]
    FVector Conv_Vector2DToVector(const FVector2D& InVector2D, float Z); // 0x464dd10 [Final Native Static Public]
    FIntPoint Conv_Vector2DToIntPoint(const FVector2D& InVector2D); // 0x464dc10 [Final Native Static Public]
    FMatrix Conv_TransformToMatrix(FTransform& Transform); // 0x461f590 [Final Native Static Public]
    FVector Conv_RotatorToVector(const FRotator& InRot); // 0x46387b0 [Final Native Static Public]
    FTransform Conv_RotatorToTransform(const FRotator& InRotator); // 0x46386b0 [Final Native Static Public]
    FTransform Conv_MatrixToTransform(const FMatrix& InMatrix); // 0x4636e00 [Final Native Static Public]
    FRotator Conv_MatrixToRotator(const FMatrix& InMatrix); // 0x46330e0 [Final Native Static Public]
    FVector Conv_LinearColorToVector(const FLinearColor& InLinearColor); // 0x462cff0 [Final Native Static Public]
    FColor Conv_LinearColorToColor(const FLinearColor& InLinearColor, bool InUseSRGB); // 0x462cd90 [Final Native Static Public]
    FVector Conv_IntVectorToVector(const FIntVector& InIntVector); // 0x4624800 [Final Native Static Public]
    FIntVector Conv_IntToIntVector(int32 inInt); // 0x4624e50 [Final Native Static Public]
    int64 Conv_IntToInt64(int32 inInt); // 0x4625190 [Final Native Static Public]
    float Conv_IntToFloat(int32 inInt); // 0x4625260 [Final Native Static Public]
    uint8 Conv_IntToByte(int32 inInt); // 0x46250c0 [Final Native Static Public]
    bool Conv_IntToBool(int32 inInt); // 0x4624d80 [Final Native Static Public]
    FVector2D Conv_IntPointToVector2D(const FIntPoint& InIntPoint); // 0x464f120 [Final Native Static Public]
    int32 Conv_Int64ToInt(int64 inInt); // 0x4624ff0 [Final Native Static Public]
    uint8 Conv_Int64ToByte(int64 inInt); // 0x4624f20 [Final Native Static Public]
    FVector Conv_FloatToVector(float InFloat); // 0x4624730 [Final Native Static Public]
    FLinearColor Conv_FloatToLinearColor(float InFloat); // 0x462db30 [Final Native Static Public]
    FLinearColor Conv_ColorToLinearColor(const FColor& InColor); // 0x4624910 [Final Native Static Public]
    int32 Conv_ByteToInt(uint8 InByte); // 0x4624a30 [Final Native Static Public]
    float Conv_ByteToFloat(uint8 InByte); // 0x4625330 [Final Native Static Public]
    int32 Conv_BoolToInt(bool InBool); // 0x4624cb0 [Final Native Static Public]
    float Conv_BoolToFloat(bool InBool); // 0x4624bd0 [Final Native Static Public]
    uint8 Conv_BoolToByte(bool InBool); // 0x4624b00 [Final Native Static Public]
    FTransform ComposeTransforms(FTransform& A, FTransform& B); // 0x4621bd0 [Final Native Static Public]
    FRotator ComposeRotators(const FRotator& A, const FRotator& B); // 0x4638d70 [Final Native Static Public]
    bool ClassIsChildOf(TSubclassOf<UObject> TestClass, TSubclassOf<UObject> ParentClass); // 0x4622df0 [Final Native Static Public]
    FVector ClampVectorSize(const FVector& A, float Min, float Max); // 0x4646ac0 [Final Native Static Public]
    int64 ClampInt64(int64 Value, int64 Min, int64 Max); // 0x4655d60 [Final Native Static Public]
    float ClampAxis(float Angle); // 0x4637010 [Final Native Static Public]
    FVector2D ClampAxes2D(const FVector2D& A, float MinAxisVal, float MaxAxisVal); // 0x464c480 [Final Native Static Public]
    float ClampAngle(float AngleDegrees, float MinAngleDegrees, float MaxAngleDegrees); // 0x4652a90 [Final Native Static Public]
    int32 Clamp(int32 Value, int32 Min, int32 Max); // 0x4657e00 [Final Native Static Public]
    FLinearColor CInterpTo(const FLinearColor& Current, const FLinearColor& Target, float DeltaTime, float InterpSpeed); // 0x462c000 [Final Native Static Public]
    void BreakVector4(const FVector4& InVec, const float& X, const float& Y, const float& Z, const float& W); // 0x463e6c0 [Final Native Static Public]
    void BreakVector2D(const FVector2D& InVec, const float& X, const float& Y); // 0x464de80 [Final Native Static Public]
    void BreakVector(const FVector& InVec, const float& X, const float& Y, const float& Z); // 0x46496f0 [Final Native Static Public]
    void BreakTransform(FTransform& InTransform, const FVector& Location, const FRotator& Rotation, const FVector& Scale); // 0x4622450 [Final Native Static Public]
    void BreakTimespan2(const FTimespan& InTimespan, const int32& Days, const int32& Hours, const int32& Minutes, const int32& Seconds, const int32& FractionNano); // 0x4627b90 [Final Native Static Public]
    void BreakTimespan(const FTimespan& InTimespan, const int32& Days, const int32& Hours, const int32& Minutes, const int32& Seconds, const int32& Milliseconds); // 0x4628020 [Final Native Static Public]
    void BreakRotIntoAxes(const FRotator& InRot, const FVector& X, const FVector& Y, const FVector& Z); // 0x4639b10 [Final Native Static Public]
    void BreakRotator(const FRotator& InRot, const float& Roll, const float& Pitch, const float& Yaw); // 0x4639df0 [Final Native Static Public]
    void BreakRandomStream(const FRandomStream& InRandomStream, const int32& InitialSeed); // 0x46241d0 [Final Native Static Public]
    void BreakQualifiedFrameTime(FQualifiedFrameTime& InFrameTime, FFrameNumber& Frame, const FFrameRate& FrameRate, const float& SubFrame); // 0x4625770 [Final Native Static Public]
    void BreakFrameRate(const FFrameRate& InFrameRate, const int32& Numerator, const int32& Denominator); // 0x4625400 [Final Native Static Public]
    void BreakDateTime(const FDateTime& InDateTime, const int32& Year, const int32& Month, const int32& Day, const int32& Hour, const int32& Minute, const int32& Second, const int32& Millisecond); // 0x4629f50 [Final Native Static Public]
    void BreakColor(const FLinearColor& InColor, const float& R, const float& G, const float& B, const float& A); // 0x462e9c0 [Final Native Static Public]
    bool BooleanXOR(bool A, bool B); // 0x465b060 [Final Native Static Public]
    bool BooleanOR(bool A, bool B); // 0x465b1c0 [Final Native Static Public]
    bool BooleanNOR(bool A, bool B); // 0x465aef0 [Final Native Static Public]
    bool BooleanNAND(bool A, bool B); // 0x465b330 [Final Native Static Public]
    bool BooleanAND(bool A, bool B); // 0x465b4a0 [Final Native Static Public]
    uint8 BMin(uint8 A, uint8 B); // 0x465a690 [Final Native Static Public]
    uint8 BMax(uint8 A, uint8 B); // 0x465a530 [Final Native Static Public]
    float Atan2(float Y, float X); // 0x4653c30 [Final Native Static Public]
    float Atan(float A); // 0x4653da0 [Final Native Static Public]
    float Asin(float A); // 0x4654100 [Final Native Static Public]
    int32 And_IntInt(int32 A, int32 B); // 0x4658990 [Final Native Static Public]
    int64 And_Int64Int64(int64 A, int64 B); // 0x4656940 [Final Native Static Public]
    FVector Add_VectorVector(const FVector& A, const FVector& B); // 0x4648f10 [Final Native Static Public]
    FVector Add_VectorInt(const FVector& A, int32 B); // 0x4648c10 [Final Native Static Public]
    FVector Add_VectorFloat(const FVector& A, float B); // 0x4648d90 [Final Native Static Public]
    FVector4 Add_Vector4Vector4(const FVector4& A, const FVector4& B); // 0x463e1c0 [Final Native Static Public]
    FVector2D Add_Vector2DVector2D(const FVector2D& A, const FVector2D& B); // 0x464dab0 [Final Native Static Public]
    FVector2D Add_Vector2DFloat(const FVector2D& A, float B); // 0x464d940 [Final Native Static Public]
    FTimespan Add_TimespanTimespan(const FTimespan& A, const FTimespan& B); // 0x4627a40 [Final Native Static Public]
    FQuat Add_QuatQuat(FQuat& A, FQuat& B); // 0x4631880 [Final Native Static Public]
    FMatrix Add_MatrixMatrix(const FMatrix& A, const FMatrix& B); // 0x46367f0 [Final Native Static Public]
    FLinearColor Add_LinearColorLinearColor(const FLinearColor& A, const FLinearColor& B); // 0x462b4c0 [Final Native Static Public]
    FIntPoint Add_IntPointIntPoint(const FIntPoint& A, const FIntPoint& B); // 0x464efb0 [Final Native Static Public]
    FIntPoint Add_IntPointInt(const FIntPoint& A, int32 B); // 0x464ee40 [Final Native Static Public]
    int32 Add_IntInt(int32 A, int32 B); // 0x4659730 [Final Native Static Public]
    int64 Add_Int64Int64(int64 A, int64 B); // 0x4657700 [Final Native Static Public]
    float Add_FloatFloat(float A, float B); // 0x4655610 [Final Native Static Public]
    FDateTime Add_DateTimeTimespan(const FDateTime& A, const FTimespan& B); // 0x4627a40 [Final Native Static Public]
    FDateTime Add_DateTimeDateTime(const FDateTime& A, const FDateTime& B); // 0x4627a40 [Final Native Static Public]
    uint8 Add_ByteByte(uint8 A, uint8 B); // 0x465a940 [Final Native Static Public]
    float Acos(float A); // 0x4653f40 [Final Native Static Public]
    int64 Abs_Int64(int64 A); // 0x4655c80 [Final Native Static Public]
    int32 Abs_Int(int32 A); // 0x4657b30 [Final Native Static Public]
    float Abs(float A); // 0x46542c0 [Final Native Static Public]

// UKismetNodeHelperLibrary (/Script/Engine.KismetNodeHelperLibrary)
    void MarkBit(const int32& Data, int32 Index); // 0x46654b0 [Final Native Static Public]
    bool HasUnmarkedBit(int32 Data, int32 NumBits); // 0x4665100 [Final Native Static Public]
    bool HasMarkedBit(int32 Data, int32 NumBits); // 0x4664f80 [Final Native Static Public]
    uint8 GetValidValue(UEnum* Enum, uint8 EnumeratorValue); // 0x4664100 [Final Native Static Public]
    int32 GetUnmarkedBit(int32 Data, int32 StartIdx, int32 NumBits, bool bRandom); // 0x4664bf0 [Final Native Static Public]
    int32 GetRandomUnmarkedBit(int32 Data, int32 StartIdx, int32 NumBits); // 0x4664960 [Final Native Static Public]
    int32 GetFirstUnmarkedBit(int32 Data, int32 StartIdx, int32 NumBits); // 0x4664730 [Final Native Static Public]
    uint8 GetEnumeratorValueFromIndex(UEnum* Enum, uint8 EnumeratorIndex); // 0x4663f90 [Final Native Static Public]
    FString GetEnumeratorUserFriendlyName(UEnum* Enum, uint8 EnumeratorValue); // 0x46642d0 [Final Native Static Public]
    FName GetEnumeratorName(UEnum* Enum, uint8 EnumeratorValue); // 0x4664590 [Final Native Static Public]
    void ClearBit(const int32& Data, int32 Index); // 0x4665350 [Final Native Static Public]
    void ClearAllBits(const int32& Data); // 0x4665280 [Final Native Static Public]
    bool BitIsMarked(int32 Data, int32 Index); // 0x4665610 [Final Native Static Public]

// UKismetRenderingLibrary (/Script/Engine.KismetRenderingLibrary)
    void SetCastInsetShadowForAllAttachments(UPrimitiveComponent* PrimitiveComponent, bool bCastInsetShadow, bool bLightAttachmentsAsGroup); // 0x4665b90 [Final Native Static Public]
    UTexture2D* RenderTargetCreateStaticTexture2DEditorOnly(UTextureRenderTarget2D* RenderTarget, const FString& Name, uint8 CompressionSettings, uint8 MipSettings); // 0x4668180 [Final Native Static Public]
    void ReleaseRenderTarget2D(UTextureRenderTarget2D* TextureRenderTarget); // 0x4668610 [Final Native Static Public]
    FColor ReadRenderTargetUV(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, float U, float V); // 0x46677b0 [Final Native Static Public]
    FLinearColor ReadRenderTargetRawUV(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, float U, float V); // 0x4667210 [Final Native Static Public]
    FLinearColor ReadRenderTargetRawPixel(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, int32 X, int32 Y); // 0x4667520 [Final Native Static Public]
    FColor ReadRenderTargetPixel(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, int32 X, int32 Y); // 0x4667ab0 [Final Native Static Public]
    FSkelMeshSkinWeightInfo MakeSkinWeightInfo(int32 Bone0, uint8 Weight0, int32 Bone1, uint8 Weight1, int32 Bone2, uint8 Weight2, int32 Bone3, uint8 Weight3); // 0x4666370 [Final Native Static Public]
    UTexture2D* ImportFileAsTexture2D(UObject* WorldContextObject, const FString& Filename); // 0x4666e00 [Final Native Static Public]
    UTexture2D* ImportBufferAsTexture2D(UObject* WorldContextObject, const TArray<UTexture2D*>& Buffer); // 0x4666ca0 [Final Native Static Public]
    void ExportTexture2D(UObject* WorldContextObject, UTexture2D* Texture, const FString& FilePath, const FString& Filename); // 0x4666f80 [Final Native Static Public]
    void ExportRenderTarget(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, const FString& FilePath, const FString& Filename); // 0x4667d20 [Final Native Static Public]
    void EndDrawCanvasToRenderTarget(UObject* WorldContextObject, FDrawToRenderTargetContext& Context); // 0x4666830 [Final Native Static Public]
    void DrawMaterialToRenderTarget(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, UMaterialInterface* Material); // 0x4668430 [Final Native Static Public]
    UTextureRenderTargetVolume* CreateRenderTargetVolume(UObject* WorldContextObject, int32 Width, int32 Height, int32 Depth, uint8 Format, const FLinearColor& ClearColor, bool bAutoGenerateMipMaps); // 0x46686e0 [Final Native Static Public]
    UTextureRenderTarget2DArray* CreateRenderTarget2DArray(UObject* WorldContextObject, int32 Width, int32 Height, int32 Slices, uint8 Format, const FLinearColor& ClearColor, bool bAutoGenerateMipMaps); // 0x4668be0 [Final Native Static Public]
    UTextureRenderTarget2D* CreateRenderTarget2D(UObject* WorldContextObject, int32 Width, int32 Height, uint8 Format, const FLinearColor& ClearColor, bool bAutoGenerateMipMaps); // 0x46690e0 [Final Native Static Public]
    void ConvertRenderTargetToTexture2DEditorOnly(UObject* WorldContextObject, UTextureRenderTarget2D* RenderTarget, UTexture2D* Texture); // 0x4667fb0 [Final Native Static Public]
    void ClearRenderTarget2D(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, const FLinearColor& ClearColor); // 0x4669500 [Final Native Static Public]
    void BreakSkinWeightInfo(const FSkelMeshSkinWeightInfo& InWeight, const int32& Bone0, const uint8& Weight0, const int32& Bone1, const uint8& Weight1, const int32& Bone2, const uint8& Weight2, const int32& Bone3, const uint8& Weight3); // 0x4665d80 [Final Native Static Public]
    void BeginDrawCanvasToRenderTarget(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, const UCanvas*& Canvas, const FVector2D& Size, FDrawToRenderTargetContext& Context); // 0x4666980 [Final Native Static Public]

// UKismetStringLibrary (/Script/Engine.KismetStringLibrary)
    FString TrimTrailing(const FString& SourceString); // 0x466bbf0 [Final Native Static Public]
    FString Trim(const FString& SourceString); // 0x466bd60 [Final Native Static Public]
    FString ToUpper(const FString& SourceString); // 0x466cce0 [Final Native Static Public]
    FString ToLower(const FString& SourceString); // 0x466cb30 [Final Native Static Public]
    FString TimeSecondsToString(float InSeconds); // 0x4669d40 [Final Native Static Public]
    bool StartsWith(const FString& SourceString, const FString& InPrefix, uint8 SearchCase); // 0x466c440 [Final Native Static Public]
    bool Split(const FString& SourceString, const FString& InStr, const FString& LeftS, const FString& RightS, uint8 SearchCase, uint8 SearchDir); // 0x466abc0 [Final Native Static Public]
    FString RightPad(const FString& SourceString, int32 ChCount); // 0x466c7b0 [Final Native Static Public]
    FString RightChop(const FString& SourceString, int32 Count); // 0x466a2a0 [Final Native Static Public]
    FString Right(const FString& SourceString, int32 Count); // 0x466a4f0 [Final Native Static Public]
    FString Reverse(const FString& SourceString); // 0x466b890 [Final Native Static Public]
    int32 ReplaceInline(const FString& SourceString, const FString& SearchText, const FString& ReplacementText, uint8 SearchCase); // 0x466af90 [Final Native Static Public]
    FString Replace(const FString& SourceString, const FString& From, const FString& To, uint8 SearchCase); // 0x466b260 [Final Native Static Public]
    TArray<void> ParseIntoArray(const FString& SourceString, const FString& Delimiter, bool CullEmptyStrings); // 0x466d390 [Final Native Static Public]
    bool NotEqual_StrStr(const FString& A, const FString& B); // 0x466e1c0 [Final Native Static Public]
    bool NotEqual_StriStri(const FString& A, const FString& B); // 0x466dfc0 [Final Native Static Public]
    FString Mid(const FString& SourceString, int32 Start, int32 Count); // 0x4669f30 [Final Native Static Public]
    bool MatchesWildcard(const FString& SourceString, const FString& Wildcard, uint8 SearchCase); // 0x466bed0 [Final Native Static Public]
    int32 Len(const FString& S); // 0x466ded0 [Final Native Static Public]
    FString LeftPad(const FString& SourceString, int32 ChCount); // 0x466c970 [Final Native Static Public]
    FString LeftChop(const FString& SourceString, int32 Count); // 0x466a740 [Final Native Static Public]
    FString Left(const FString& SourceString, int32 Count); // 0x466a980 [Final Native Static Public]
    FString JoinStringArray(const TArray<FString>& SourceArray, const FString& Separator); // 0x466d170 [Final Native Static Public]
    bool IsNumeric(const FString& SourceString); // 0x466c6b0 [Final Native Static Public]
    bool IsEmpty(const FString& inString); // 0x466dde0 [Final Native Static Public]
    FString GetSubstring(const FString& SourceString, int32 StartIndex, int32 Length); // 0x4669f30 [Final Native Static Public]
    int32 GetCharacterAsNumber(const FString& SourceString, int32 Index); // 0x466d640 [Final Native Static Public]
    TArray<void> GetCharacterArrayFromString(const FString& SourceString); // 0x466ce90 [Final Native Static Public]
    int32 FindSubstring(const FString& SearchIn, const FString& Substring, bool bUseCase, bool bSearchFromEnd, int32 StartPosition); // 0x466dab0 [Final Native Static Public]
    bool EqualEqual_StrStr(const FString& A, const FString& B); // 0x466e590 [Final Native Static Public]
    bool EqualEqual_StriStri(const FString& A, const FString& B); // 0x466e390 [Final Native Static Public]
    bool EndsWith(const FString& SourceString, const FString& InSuffix, uint8 SearchCase); // 0x466c140 [Final Native Static Public]
    int32 CullArray(const FString& SourceString, const TArray<int32>& inArray); // 0x466ba20 [Final Native Static Public]
    FString Conv_VectorToString(const FVector& InVec); // 0x4672220 [Final Native Static Public]
    FString Conv_Vector2dToString(const FVector2D& InVec); // 0x4671e90 [Final Native Static Public]
    FString Conv_TransformToString(FTransform& InTrans); // 0x4671aa0 [Final Native Static Public]
    void Conv_StringToVector2D(const FString& inString, const FVector2D& OutConvertedVector2D, const bool& OutIsValid); // 0x4670c20 [Final Native Static Public]
    void Conv_StringToVector(const FString& inString, const FVector& OutConvertedVector, const bool& OutIsValid); // 0x4670e00 [Final Native Static Public]
    void Conv_StringToRotator(const FString& inString, const FRotator& OutConvertedRotator, const bool& OutIsValid); // 0x4670a20 [Final Native Static Public]
    FName Conv_StringToName(const FString& inString); // 0x4671210 [Final Native Static Public]
    int32 Conv_StringToInt(const FString& inString); // 0x4671110 [Final Native Static Public]
    float Conv_StringToFloat(const FString& inString); // 0x4671000 [Final Native Static Public]
    void Conv_StringToColor(const FString& inString, const FLinearColor& OutConvertedColor, const bool& OutIsValid); // 0x4670820 [Final Native Static Public]
    FString Conv_RotatorToString(const FRotator& InRot); // 0x4671d50 [Final Native Static Public]
    FString Conv_ObjectToString(UObject* InObj); // 0x46717c0 [Final Native Static Public]
    FString Conv_NameToString(const FName& InName); // 0x46714e0 [Final Native Static Public]
    FString Conv_MatrixToString(const FMatrix& InMatrix); // 0x46713b0 [Final Native Static Public]
    FString Conv_IntVectorToString(const FIntVector& InIntVec); // 0x46720f0 [Final Native Static Public]
    FString Conv_IntToString(int32 inInt); // 0x4672620 [Final Native Static Public]
    FString Conv_IntPointToString(const FIntPoint& InIntPoint); // 0x4671fc0 [Final Native Static Public]
    FString Conv_FloatToString(float InFloat); // 0x4672750 [Final Native Static Public]
    FString Conv_ColorToString(const FLinearColor& InColor); // 0x4671670 [Final Native Static Public]
    FString Conv_ByteToString(uint8 InByte); // 0x4672500 [Final Native Static Public]
    FString Conv_BoolToString(bool InBool); // 0x4672360 [Final Native Static Public]
    bool Contains(const FString& SearchIn, const FString& Substring, bool bUseCase, bool bSearchFromEnd); // 0x466d7d0 [Final Native Static Public]
    FString Concat_StrStr(const FString& A, const FString& B); // 0x466e760 [Final Native Static Public]
    FString BuildString_Vector2d(const FString& AppendTo, const FString& Prefix, const FVector2D& InVector2D, const FString& Suffix); // 0x466f650 [Final Native Static Public]
    FString BuildString_Vector(const FString& AppendTo, const FString& Prefix, const FVector& InVector, const FString& Suffix); // 0x466fc40 [Final Native Static Public]
    FString BuildString_Rotator(const FString& AppendTo, const FString& Prefix, const FRotator& InRot, const FString& Suffix); // 0x466f340 [Final Native Static Public]
    FString BuildString_Object(const FString& AppendTo, const FString& Prefix, UObject* InObj, const FString& Suffix); // 0x466f050 [Final Native Static Public]
    FString BuildString_Name(const FString& AppendTo, const FString& Prefix, const FName& InName, const FString& Suffix); // 0x466ea60 [Final Native Static Public]
    FString BuildString_IntVector(const FString& AppendTo, const FString& Prefix, const FIntVector& InIntVector, const FString& Suffix); // 0x466f930 [Final Native Static Public]
    FString BuildString_Int(const FString& AppendTo, const FString& Prefix, int32 inInt, const FString& Suffix); // 0x4670250 [Final Native Static Public]
    FString BuildString_Float(const FString& AppendTo, const FString& Prefix, float InFloat, const FString& Suffix); // 0x4670530 [Final Native Static Public]
    FString BuildString_Color(const FString& AppendTo, const FString& Prefix, const FLinearColor& InColor, const FString& Suffix); // 0x466ed50 [Final Native Static Public]
    FString BuildString_Bool(const FString& AppendTo, const FString& Prefix, bool InBool, const FString& Suffix); // 0x466ff50 [Final Native Static Public]

// UKismetStringTableLibrary (/Script/Engine.KismetStringTableLibrary)
    bool IsRegisteredTableId(const FName& TableId); // 0x4674360 [Final Native Static Public]
    bool IsRegisteredTableEntry(const FName& TableId, const FString& Key); // 0x4674120 [Final Native Static Public]
    FString GetTableNamespace(const FName& TableId); // 0x4673f60 [Final Native Static Public]
    FString GetTableEntrySourceString(const FName& TableId, const FString& Key); // 0x4673d90 [Final Native Static Public]
    FString GetTableEntryMetaData(const FName& TableId, const FString& Key, const FName& MetaDataId); // 0x4673ae0 [Final Native Static Public]
    TArray<void> GetRegisteredStringTables(); // 0x4673a40 [Final Native Static Public]
    TArray<void> GetMetaDataIdsFromStringTableEntry(const FName& TableId, const FString& Key); // 0x4673610 [Final Native Static Public]
    TArray<void> GetKeysFromStringTable(const FName& TableId); // 0x4673840 [Final Native Static Public]

// UKismetSystemLibrary (/Script/Engine.KismetSystemLibrary)
    void UnregisterForRemoteNotifications(); // 0xf824b0 [Final Native Static Public]
    void UnloadPrimaryAssetList(const TArray<void>& PrimaryAssetIdList); // 0x46753d0 [Final Native Static Public]
    void UnloadPrimaryAsset(const FPrimaryAssetId& PrimaryAssetId); // 0x46754d0 [Final Native Static Public]
    void TransactObject(UObject* Object); // 0xec5570 [Final Native Static Public]
    void StackTrace(); // 0x4674730 [Final Native Static Public]
    bool SphereTraceSingleForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x46837b0 [Final Native Static Public]
    bool SphereTraceSingleByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x467f700 [Final Native Static Public]
    bool SphereTraceSingle(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4687fb0 [Final Native Static Public]
    bool SphereTraceMultiForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4683050 [Final Native Static Public]
    bool SphereTraceMultiByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x467ef90 [Final Native Static Public]
    bool SphereTraceMulti(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4687850 [Final Native Static Public]
    bool SphereOverlapComponents(UObject* WorldContextObject, const FVector& SpherePos, float SphereRadius, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ComponentClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutComponents); // 0x468b340 [Final Native Static Public]
    bool SphereOverlapActors(UObject* WorldContextObject, const FVector& SpherePos, float SphereRadius, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ActorClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutActors); // 0x468b790 [Final Native Static Public]
    void SnapshotObject(UObject* Object); // 0xec5570 [Final Native Static Public]
    void ShowPlatformSpecificLeaderboardScreen(const FString& CategoryName); // 0x4677c60 [Final Native Static Public]
    void ShowPlatformSpecificAchievementsScreen(APlayerController* SpecificPlayer); // 0x4677b20 [Final Native Static Public]
    void ShowInterstitialAd(); // 0x4677d50 [Final Native Static Public]
    void ShowAdBanner(int32 AdIdIndex, bool bShowOnBottomOfScreen); // 0x4677fe0 [Final Native Static Public]
    void SetWindowTitle(FText& Title); // 0x4694020 [Final Native Static Public]
    void SetVolumeButtonsHandledBySystem(bool bEnabled); // 0x2285b30 [Final Native Static Public]
    void SetVectorPropertyByName(UObject* Object, const FName& PropertyName, const FVector& Value); // 0x468c950 [Final Native Static Public]
    void SetUserActivity(FUserActivity& UserActivity); // 0x4676ff0 [Final Native Static Public]
    void SetTransformPropertyByName(UObject* Object, const FName& PropertyName, FTransform& Value); // 0x468be60 [Final Native Static Public]
    void SetTextPropertyByName(UObject* Object, const FName& PropertyName, FText& Value); // 0x468cbc0 [Final Native Static Public]
    void SetSuppressViewportTransitionMessage(UObject* WorldContextObject, bool bState); // 0x46773d0 [Final Native Static Public]
    void SetStructurePropertyByName(UObject* Object, const FName& PropertyName, FGenericStruct& Value); // 0x4674770 [Final Native Static Public]
    void SetStringPropertyByName(UObject* Object, const FName& PropertyName, const FString& Value); // 0x468ce80 [Final Native Static Public]
    void SetSoftObjectPropertyByName(UObject* Object, const FName& PropertyName, TSoftObjectPtr<UObject>& Value); // 0x468d3e0 [Final Native Static Public]
    void SetSoftClassPropertyByName(UObject* Object, const FName& PropertyName, TSoftClassPtr<UObject>& Value); // 0x468d150 [Final Native Static Public]
    void SetRotatorPropertyByName(UObject* Object, const FName& PropertyName, const FRotator& Value); // 0x468c610 [Final Native Static Public]
    void SetObjectPropertyByName(UObject* Object, const FName& PropertyName, UObject* Value); // 0x468ded0 [Final Native Static Public]
    void SetNamePropertyByName(UObject* Object, const FName& PropertyName, const FName& Value); // 0x468d670 [Final Native Static Public]
    void SetLinearColorPropertyByName(UObject* Object, const FName& PropertyName, const FLinearColor& Value); // 0x468c3b0 [Final Native Static Public]
    void SetIntPropertyByName(UObject* Object, const FName& PropertyName, int32 Value); // 0x468ebb0 [Final Native Static Public]
    void SetInterfacePropertyByName(UObject* Object, const FName& PropertyName, const TScriptInterface<IInterface>& Value); // 0x468d8c0 [Final Native Static Public]
    void SetInt64PropertyByName(UObject* Object, const FName& PropertyName, int64 Value); // 0x468e950 [Final Native Static Public]
    void SetGamepadsBlockDeviceFeedback(bool bBlock); // 0x2285b30 [Final Native Static Public]
    void SetFloatPropertyByName(UObject* Object, const FName& PropertyName, float Value); // 0x468e400 [Final Native Static Public]
    void SetFieldPathPropertyByName(UObject* Object, const FName& PropertyName, TFieldPath<FProperty>& Value); // 0x468bbe0 [Final Native Static Public]
    void SetColorPropertyByName(UObject* Object, const FName& PropertyName, const FColor& Value); // 0x468c150 [Final Native Static Public]
    void SetCollisionProfileNameProperty(UObject* Object, const FName& PropertyName, FCollisionProfileName& Value); // 0x4674770 [Final Native Static Public]
    void SetClassPropertyByName(UObject* Object, const FName& PropertyName, TSubclassOf<UObject> Value); // 0x468dbb0 [Final Native Static Public]
    void SetBytePropertyByName(UObject* Object, const FName& PropertyName, uint8 Value); // 0x468e660 [Final Native Static Public]
    void SetBoolPropertyByName(UObject* Object, const FName& PropertyName, bool Value); // 0x468e170 [Final Native Static Public]
    void RetriggerableDelay(UObject* WorldContextObject, float Duration, const FLatentActionInfo& LatentInfo); // 0x4693320 [Final Native Static Public]
    void ResetGamepadAssignmentToController(int32 ControllerId); // 0x22d5e90 [Final Native Static Public]
    void ResetGamepadAssignments(); // 0xf824b0 [Final Native Static Public]
    void RegisterForRemoteNotifications(); // 0xf824b0 [Final Native Static Public]
    void QuitGame(UObject* WorldContextObject, APlayerController* SpecificPlayer, uint8 QuitPreference, bool bIgnorePlatformRestrictions); // 0x4693810 [Final Native Static Public]
    void PrintWarning(const FString& inString); // 0x1a46190 [Final Native Static Public]
    void PrintText(UObject* WorldContextObject, const FText& InText, bool bPrintToScreen, bool bPrintToLog, const FLinearColor& TextColor, float Duration); // 0x46941d0 [Final Native Static Public]
    void PrintString(UObject* WorldContextObject, const FString& inString, bool bPrintToScreen, bool bPrintToLog, const FLinearColor& TextColor, float Duration); // 0x46945c0 [Final Native Static Public]
    bool ParseParamValue(const FString& inString, const FString& InParam, const FString& OutValue); // 0x4676730 [Final Native Static Public]
    bool ParseParam(const FString& inString, const FString& InParam); // 0x4676960 [Final Native Static Public]
    void ParseCommandLine(const FString& InCmdLine, const TArray<TArray<TMap<FString, void>>>& OutTokens, const TArray<TMap<FString, void>>& OutSwitches, TMap<FString, void>& OutParams); // 0x4676b10 [Final Native Static Public]
    void OnAssetLoaded__DelegateSignature(UObject* Loaded); // 0x274f500 [Public]
    void OnAssetClassLoaded__DelegateSignature(TSubclassOf<UObject> Loaded); // 0x274f500 [Public]
    bool NotEqual_SoftObjectReference(TSoftObjectPtr<UObject>& A, TSoftObjectPtr<UObject>& B); // 0x46960a0 [Final Native Static Public]
    bool NotEqual_SoftClassReference(TSoftClassPtr<UObject>& A, TSoftClassPtr<UObject>& B); // 0x46960a0 [Final Native Static Public]
    bool NotEqual_PrimaryAssetType(const FPrimaryAssetType& A, const FPrimaryAssetType& B); // 0xfc5430 [Final Native Static Public]
    bool NotEqual_PrimaryAssetId(const FPrimaryAssetId& A, const FPrimaryAssetId& B); // 0xfc4ec0 [Final Native Static Public]
    FString NormalizeFilename(const FString& InFilename); // 0x4697c80 [Final Native Static Public]
    void MoveComponentTo(USceneComponent* Component, const FVector& TargetRelativeLocation, const FRotator& TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath, uint8 MoveAction, const FLatentActionInfo& LatentInfo); // 0x4692db0 [Final Native Static Public]
    FSoftObjectPath MakeSoftObjectPath(const FString& PathString); // 0x4697190 [Final Native Static Public]
    FSoftClassPath MakeSoftClassPath(const FString& PathString); // 0x4696f10 [Final Native Static Public]
    FText MakeLiteralText(const FText& Value); // 0x4694930 [Final Native Static Public]
    FString MakeLiteralString(const FString& Value); // 0x4694af0 [Final Native Static Public]
    FName MakeLiteralName(const FName& Value); // 0x4694d20 [Final Native Static Public]
    int32 MakeLiteralInt(int32 Value); // 0x1b6e350 [Final Native Static Public]
    float MakeLiteralFloat(float Value); // 0x4694df0 [Final Native Static Public]
    uint8 MakeLiteralByte(uint8 Value); // 0x4694c50 [Final Native Static Public]
    bool MakeLiteralBool(bool Value); // 0x4624b00 [Final Native Static Public]
    void LoadInterstitialAd(int32 AdIdIndex); // 0x4677e30 [Final Native Static Public]
    TSubclassOf<UObject> LoadClassAsset_Blocking(const TSoftClassPtr<UObject>& AssetClass); // 0x4695f40 [Final Native Static Public]
    void LoadAssetClass(UObject* WorldContextObject, const TSoftClassPtr<UObject>& AssetClass, const FScriptDelegate& OnLoaded, const FLatentActionInfo& LatentInfo); // 0x4694ec0 [Final Native Static Public]
    UObject* LoadAsset_Blocking(const TSoftObjectPtr<UObject>& Asset); // 0x46966c0 [Final Native Static Public]
    void LoadAsset(UObject* WorldContextObject, const TSoftObjectPtr<UObject>& Asset, const FScriptDelegate& OnLoaded, const FLatentActionInfo& LatentInfo); // 0x4695280 [Final Native Static Public]
    bool LineTraceSingleForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4684630 [Final Native Static Public]
    bool LineTraceSingleByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4680860 [Final Native Static Public]
    bool LineTraceSingle(UObject* WorldContextObject, const FVector& Start, const FVector& End, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4688e50 [Final Native Static Public]
    bool LineTraceMultiForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4683f50 [Final Native Static Public]
    bool LineTraceMultiByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x467feb0 [Final Native Static Public]
    bool LineTraceMulti(UObject* WorldContextObject, const FVector& Start, const FVector& End, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4688770 [Final Native Static Public]
    void LaunchURL(const FString& URL); // 0x46782b0 [Final Native Static Public]
    void K2_UnPauseTimerHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x46918f0 [Final Native Static Public]
    void K2_UnPauseTimerDelegate(const FScriptDelegate& Delegate); // 0x46927f0 [Final Native Static Public]
    void K2_UnPauseTimer(UObject* Object, const FString& FunctionName); // 0x468fe20 [Final Native Static Public]
    bool K2_TimerExistsHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x46911a0 [Final Native Static Public]
    bool K2_TimerExistsDelegate(const FScriptDelegate& Delegate); // 0x4692520 [Final Native Static Public]
    bool K2_TimerExists(UObject* Object, const FString& FunctionName); // 0x468f490 [Final Native Static Public]
    FTimerHandle K2_SetTimerDelegate(const FScriptDelegate& Delegate, float Time, bool bLooping, float InitialStartDelay, float InitialStartDelayVariance); // 0x4692a90 [Final Native Static Public]
    FTimerHandle K2_SetTimer(UObject* Object, const FString& FunctionName, float Time, bool bLooping, float InitialStartDelay, float InitialStartDelayVariance); // 0x4690780 [Final Native Static Public]
    void K2_PauseTimerHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x4691aa0 [Final Native Static Public]
    void K2_PauseTimerDelegate(const FScriptDelegate& Delegate); // 0x46928d0 [Final Native Static Public]
    void K2_PauseTimer(UObject* Object, const FString& FunctionName); // 0x4690140 [Final Native Static Public]
    bool K2_IsValidTimerHandle(const FTimerHandle& Handle); // 0x4692260 [Final Native Static Public]
    bool K2_IsTimerPausedHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x4691410 [Final Native Static Public]
    bool K2_IsTimerPausedDelegate(const FScriptDelegate& Delegate); // 0x4692610 [Final Native Static Public]
    bool K2_IsTimerPaused(UObject* Object, const FString& FunctionName); // 0x468f7c0 [Final Native Static Public]
    bool K2_IsTimerActiveHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x4691680 [Final Native Static Public]
    bool K2_IsTimerActiveDelegate(const FScriptDelegate& Delegate); // 0x4692700 [Final Native Static Public]
    bool K2_IsTimerActive(UObject* Object, const FString& FunctionName); // 0x468faf0 [Final Native Static Public]
    FTimerHandle K2_InvalidateTimerHandle(FTimerHandle& Handle); // 0x4692170 [Final Native Static Public]
    float K2_GetTimerRemainingTimeHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x4690d30 [Final Native Static Public]
    float K2_GetTimerRemainingTimeDelegate(const FScriptDelegate& Delegate); // 0x4692340 [Final Native Static Public]
    float K2_GetTimerRemainingTime(UObject* Object, const FString& FunctionName); // 0x468ee10 [Final Native Static Public]
    float K2_GetTimerElapsedTimeHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x4691010 [Final Native Static Public]
    float K2_GetTimerElapsedTimeDelegate(const FScriptDelegate& Delegate); // 0x4692430 [Final Native Static Public]
    float K2_GetTimerElapsedTime(UObject* Object, const FString& FunctionName); // 0x468f150 [Final Native Static Public]
    void K2_ClearTimerHandle(UObject* WorldContextObject, const FTimerHandle& Handle); // 0x4691ee0 [Final Native Static Public]
    void K2_ClearTimerDelegate(const FScriptDelegate& Delegate); // 0x46929b0 [Final Native Static Public]
    void K2_ClearTimer(UObject* Object, const FString& FunctionName); // 0x4690460 [Final Native Static Public]
    void K2_ClearAndInvalidateTimerHandle(UObject* WorldContextObject, FTimerHandle& Handle); // 0x4691c50 [Final Native Static Public]
    bool IsValidSoftObjectReference(TSoftObjectPtr<UObject>& SoftObjectReference); // 0x46965b0 [Final Native Static Public]
    bool IsValidSoftClassReference(TSoftClassPtr<UObject>& SoftClassReference); // 0x46965b0 [Final Native Static Public]
    bool IsValidPrimaryAssetType(const FPrimaryAssetType& PrimaryAssetType); // 0xfc5820 [Final Native Static Public]
    bool IsValidPrimaryAssetId(const FPrimaryAssetId& PrimaryAssetId); // 0xfc5320 [Final Native Static Public]
    bool IsValidClass(TSubclassOf<UObject> Class); // 0x22a5580 [Final Native Static Public]
    bool IsValid(UObject* Object); // 0x22a5580 [Final Native Static Public]
    bool IsUnattended(); // 0x4676700 [Final Native Static Public]
    bool IsStandalone(UObject* WorldContextObject); // 0x4697490 [Final Native Static Public]
    bool IsSplitScreen(UObject* WorldContextObject); // 0x4697380 [Final Native Static Public]
    bool IsServer(UObject* WorldContextObject); // 0x4697690 [Final Native Static Public]
    bool IsScreensaverEnabled(); // 0x10b1e60 [Final Native Static Public]
    bool IsPackagedForDistribution(); // 0x1a26110 [Final Native Static Public]
    bool IsLoggedIn(APlayerController* SpecificPlayer); // 0x46779d0 [Final Native Static Public]
    bool IsInterstitialAdRequested(); // 0x4677d90 [Final Native Static Public]
    bool IsInterstitialAdAvailable(); // 0x4677de0 [Final Native Static Public]
    bool IsDedicatedServer(UObject* WorldContextObject); // 0x46975c0 [Final Native Static Public]
    bool IsControllerAssignedToGamepad(int32 ControllerId); // 0x4677900 [Final Native Static Public]
    void HideAdBanner(); // 0x4677f50 [Final Native Static Public]
    bool GetVolumeButtonsHandledBySystem(); // 0x1a26110 [Final Native Static Public]
    FString GetUniqueDeviceId(); // 0x2203070 [Final Native Static Public]
    FString GetSystemPath(UObject* Object); // 0x4698d30 [Final Native Static Public]
    bool GetSupportedFullscreenResolutions(const TArray<bool>& Resolutions); // 0x46785d0 [Final Native Static Public]
    TSoftObjectPtr<UObject> GetSoftObjectReferenceFromPrimaryAssetId(const FPrimaryAssetId& PrimaryAssetId); // 0x4675fa0 [Final Native Static Public]
    TSoftClassPtr<UObject> GetSoftClassReferenceFromPrimaryAssetId(const FPrimaryAssetId& PrimaryAssetId); // 0x4675e80 [Final Native Static Public]
    int32 GetRenderingMaterialQualityLevel(); // 0x4678820 [Final Native Static Public]
    int32 GetRenderingDetailMode(); // 0x46788f0 [Final Native Static Public]
    FString GetProjectSavedDirectory(); // 0x4698140 [Final Native Static Public]
    FString GetProjectDirectory(); // 0x4698250 [Final Native Static Public]
    FString GetProjectContentDirectory(); // 0x46981c0 [Final Native Static Public]
    void GetPrimaryAssetsWithBundleState(const TArray<TArray<TArray<bool>>>& RequiredBundles, const TArray<TArray<bool>>& ExcludedBundles, const TArray<bool>& ValidTypes, bool bForceCurrentState, const TArray<void>& OutPrimaryAssetIdList); // 0x4674db0 [Final Native Static Public]
    void GetPrimaryAssetIdList(const FPrimaryAssetType& PrimaryAssetType, const TArray<void>& OutPrimaryAssetIdList); // 0x4675700 [Final Native Static Public]
    FPrimaryAssetId GetPrimaryAssetIdFromSoftObjectReference(const TSoftObjectPtr<UObject>& SoftObjectReference); // 0x4675a30 [Final Native Static Public]
    FPrimaryAssetId GetPrimaryAssetIdFromSoftClassReference(const TSoftClassPtr<UObject>& SoftClassReference); // 0x4675880 [Final Native Static Public]
    FPrimaryAssetId GetPrimaryAssetIdFromObject(UObject* Object); // 0x4675d60 [Final Native Static Public]
    FPrimaryAssetId GetPrimaryAssetIdFromClass(TSubclassOf<UObject> Class); // 0x4675be0 [Final Native Static Public]
    TArray<void> GetPreferredLanguages(); // 0x46772a0 [Final Native Static Public]
    FString GetPlatformUserName(); // 0x4697b60 [Final Native Static Public]
    FString GetPlatformUserDir(); // 0x4697a40 [Final Native Static Public]
    FString GetPathName(UObject* Object); // 0x46991f0 [Final Native Static Public]
    UObject* GetOuterObject(UObject* Object); // 0x4698670 [Final Native Static Public]
    FString GetObjectName(UObject* Object); // 0x4699580 [Final Native Static Public]
    UObject* GetObjectFromPrimaryAssetId(const FPrimaryAssetId& PrimaryAssetId); // 0x46762a0 [Final Native Static Public]
    int32 GetMinYResolutionForUI(); // 0x46783e0 [Final Native Static Public]
    int32 GetMinYResolutionFor3DView(); // 0x46783a0 [Final Native Static Public]
    FString GetLocalCurrencySymbol(); // 0x2203070 [Final Native Static Public]
    FString GetLocalCurrencyCode(); // 0x2203070 [Final Native Static Public]
    float GetGameTimeInSeconds(UObject* WorldContextObject); // 0x45d97f0 [Final Native Static Public]
    FString GetGamepadControllerName(int32 ControllerId); // 0x4677770 [Final Native Static Public]
    UTexture2D* GetGamepadButtonGlyph(const FString& ButtonKey, int32 ControllerIndex); // 0x4677560 [Final Native Static Public]
    FString GetGameName(); // 0x46984d0 [Final Native Static Public]
    FString GetGameBundleId(); // 0x2203070 [Final Native Static Public]
    int64 GetFrameCount(); // 0x46977c0 [Final Native Static Public]
    FString GetEngineVersion(); // 0x46985e0 [Final Native Static Public]
    FString GetDisplayName(UObject* Object); // 0x46989f0 [Final Native Static Public]
    FString GetDeviceId(); // 0x2203070 [Final Native Static Public]
    FString GetDefaultLocale(); // 0x46771a0 [Final Native Static Public]
    FString GetDefaultLanguage(); // 0x4677220 [Final Native Static Public]
    bool GetCurrentBundleState(const FPrimaryAssetId& PrimaryAssetId, bool bForceCurrentState, const TArray<bool>& OutBundles); // 0x4675130 [Final Native Static Public]
    bool GetConvenientWindowedResolutions(const TArray<bool>& Resolutions); // 0x4678420 [Final Native Static Public]
    int32 GetConsoleVariableIntValue(const FString& VariableName); // 0x4693bb0 [Final Native Static Public]
    float GetConsoleVariableFloatValue(const FString& VariableName); // 0x4693ce0 [Final Native Static Public]
    bool GetConsoleVariableBoolValue(const FString& VariableName); // 0x4693a80 [Final Native Static Public]
    void GetComponentBounds(USceneComponent* Component, const FVector& Origin, const FVector& BoxExtent, const float& SphereRadius); // 0x4678c80 [Final Native Static Public]
    FString GetCommandLine(); // 0x4676ea0 [Final Native Static Public]
    TSubclassOf<UObject> GetClassFromPrimaryAssetId(const FPrimaryAssetId& PrimaryAssetId); // 0x46760c0 [Final Native Static Public]
    FString GetClassDisplayName(TSubclassOf<UObject> Class); // 0x4698750 [Final Native Static Public]
    int32 GetAdIDCount(); // 0x4677f90 [Final Native Static Public]
    void GetActorListFromComponentList(const TArray<TSubclassOf<UObject>>& ComponentList, TSubclassOf<UObject> ActorClassFilter, const TArray<void>& OutActorList); // 0x467ccd0 [Final Native Static Public]
    void GetActorBounds(AActor* Actor, const FVector& Origin, const FVector& BoxExtent); // 0x46789c0 [Final Native Static Public]
    void ForceCloseAdBanner(); // 0x4677f10 [Final Native Static Public]
    void FlushPersistentDebugLines(UObject* WorldContextObject); // 0xec5570 [Final Native Static Public]
    void FlushDebugStrings(UObject* WorldContextObject); // 0xec5570 [Final Native Static Public]
    void ExecuteConsoleCommand(UObject* WorldContextObject, const FString& Command, APlayerController* SpecificPlayer); // 0x4693e20 [Final Native Static Public]
    bool EqualEqual_SoftObjectReference(TSoftObjectPtr<UObject>& A, TSoftObjectPtr<UObject>& B); // 0x4696280 [Final Native Static Public]
    bool EqualEqual_SoftClassReference(TSoftClassPtr<UObject>& A, TSoftClassPtr<UObject>& B); // 0x4696280 [Final Native Static Public]
    bool EqualEqual_PrimaryAssetType(const FPrimaryAssetType& A, const FPrimaryAssetType& B); // 0xfc5580 [Final Native Static Public]
    bool EqualEqual_PrimaryAssetId(const FPrimaryAssetId& A, const FPrimaryAssetId& B); // 0xfc5050 [Final Native Static Public]
    int32 EndTransaction(); // 0x4676460 [Final Native Static Public]
    void DrawDebugString(UObject* WorldContextObject, const FVector& TextLocation, const FString& Text, AActor* TestBaseActor, const FLinearColor& TextColor, float Duration); // 0x467a110 [Final Native Static Public]
    void DrawDebugSphere(UObject* WorldContextObject, const FVector& Center, float Radius, int32 Segments, const FLinearColor& LineColor, float Duration, float Thickness); // 0x467b280 [Final Native Static Public]
    void DrawDebugPoint(UObject* WorldContextObject, const FVector& Position, float Size, const FLinearColor& PointColor, float Duration); // 0x467c160 [Final Native Static Public]
    void DrawDebugPlane(UObject* WorldContextObject, const FPlane& PlaneCoordinates, const FVector& Location, float Size, const FLinearColor& PlaneColor, float Duration); // 0x4679de0 [Final Native Static Public]
    void DrawDebugLine(UObject* WorldContextObject, const FVector& LineStart, const FVector& LineEnd, const FLinearColor& LineColor, float Duration, float Thickness); // 0x467c970 [Final Native Static Public]
    void DrawDebugFrustum(UObject* WorldContextObject, FTransform& FrustumTransform, const FLinearColor& FrustumColor, float Duration, float Thickness); // 0x4679ac0 [Final Native Static Public]
    void DrawDebugFloatHistoryTransform(UObject* WorldContextObject, FDebugFloatHistory& FloatHistory, FTransform& DrawTransform, const FVector2D& DrawSize, const FLinearColor& DrawColor, float Duration); // 0x4679540 [Final Native Static Public]
    void DrawDebugFloatHistoryLocation(UObject* WorldContextObject, FDebugFloatHistory& FloatHistory, const FVector& DrawLocation, const FVector2D& DrawSize, const FLinearColor& DrawColor, float Duration); // 0x46791d0 [Final Native Static Public]
    void DrawDebugCylinder(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, int32 Segments, const FLinearColor& LineColor, float Duration, float Thickness); // 0x467ae20 [Final Native Static Public]
    void DrawDebugCoordinateSystem(UObject* WorldContextObject, const FVector& AxisLoc, const FRotator& AxisRot, float Scale, float Duration, float Thickness); // 0x467b650 [Final Native Static Public]
    void DrawDebugConeInDegrees(UObject* WorldContextObject, const FVector& Origin, const FVector& Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, const FLinearColor& LineColor, float Duration, float Thickness); // 0x467a8e0 [Final Native Static Public]
    void DrawDebugCone(UObject* WorldContextObject, const FVector& Origin, const FVector& Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, const FLinearColor& LineColor, float Duration, float Thickness); // 0x467a8e0 [Final Native Static Public]
    void DrawDebugCircle(UObject* WorldContextObject, const FVector& Center, float Radius, int32 NumSegments, const FLinearColor& LineColor, float Duration, float Thickness, const FVector& YAxis, const FVector& ZAxis, bool bDrawAxis); // 0x467c420 [Final Native Static Public]
    void DrawDebugCapsule(UObject* WorldContextObject, const FVector& Center, float HalfHeight, float Radius, const FRotator& Rotation, const FLinearColor& LineColor, float Duration, float Thickness); // 0x467a480 [Final Native Static Public]
    void DrawDebugCamera(ACameraActor* CameraActor, const FLinearColor& CameraColor, float Duration); // 0x46798f0 [Final Native Static Public]
    void DrawDebugBox(UObject* WorldContextObject, const FVector& Center, const FVector& Extent, const FLinearColor& LineColor, const FRotator& Rotation, float Duration, float Thickness); // 0x467b9a0 [Final Native Static Public]
    void DrawDebugArrow(UObject* WorldContextObject, const FVector& LineStart, const FVector& LineEnd, float ArrowSize, const FLinearColor& LineColor, float Duration, float Thickness); // 0x467bd80 [Final Native Static Public]
    bool DoesImplementInterface(UObject* TestObject, TSubclassOf<IInterface> Interface); // 0x46977e0 [Final Native Static Public]
    void Delay(UObject* WorldContextObject, float Duration, const FLatentActionInfo& LatentInfo); // 0x4693530 [Final Native Static Public]
    void CreateCopyForUndoBuffer(UObject* ObjectToModify); // 0xec5570 [Final Native Static Public]
    FString ConvertToRelativePath(const FString& Filename); // 0x4697ff0 [Final Native Static Public]
    FString ConvertToAbsolutePath(const FString& Filename); // 0x4697df0 [Final Native Static Public]
    TSoftObjectPtr<UObject> Conv_SoftObjPathToSoftObjRef(const FSoftObjectPath& SoftObjectPath); // 0x4697020 [Final Native Static Public]
    FString Conv_SoftObjectReferenceToString(TSoftObjectPtr<UObject>& SoftObjectReference); // 0x4696460 [Final Native Static Public]
    UObject* Conv_SoftObjectReferenceToObject(TSoftObjectPtr<UObject>& SoftObject); // 0x4695da0 [Final Native Static Public]
    FString Conv_SoftClassReferenceToString(TSoftClassPtr<UObject>& SoftClassReference); // 0x4696460 [Final Native Static Public]
    TSubclassOf<UObject> Conv_SoftClassReferenceToClass(TSoftClassPtr<UObject>& SoftClass); // 0x4695bd0 [Final Native Static Public]
    TSoftClassPtr<UObject> Conv_SoftClassPathToSoftClassRef(const FSoftClassPath& SoftClassPath); // 0x4696bb0 [Final Native Static Public]
    FString Conv_PrimaryAssetTypeToString(const FPrimaryAssetType& PrimaryAssetType); // 0xfc56d0 [Final Native Static Public]
    FString Conv_PrimaryAssetIdToString(const FPrimaryAssetId& PrimaryAssetId); // 0x46755c0 [Final Native Static Public]
    TSoftObjectPtr<UObject> Conv_ObjectToSoftObjectReference(UObject* Object); // 0x4695750 [Final Native Static Public]
    UObject* Conv_InterfaceToObject(const TScriptInterface<IInterface>& Interface); // 0x46972a0 [Final Native Static Public]
    TSoftClassPtr<UObject> Conv_ClassToSoftClassReference(const TSubclassOf<UObject>& Class); // 0x4695640 [Final Native Static Public]
    void ControlScreensaver(bool bAllowScreenSaver); // 0x2285b30 [Final Native Static Public]
    bool ComponentOverlapComponents(UPrimitiveComponent* Component, FTransform& ComponentTransform, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ComponentClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutComponents); // 0x4689570 [Final Native Static Public]
    bool ComponentOverlapActors(UPrimitiveComponent* Component, FTransform& ComponentTransform, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ActorClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutActors); // 0x46899a0 [Final Native Static Public]
    void CollectGarbage(); // 0x4678160 [Final Native Static Public]
    bool CapsuleTraceSingleForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, float HalfHeight, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4681780 [Final Native Static Public]
    bool CapsuleTraceSingleByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, float HalfHeight, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x467d6d0 [Final Native Static Public]
    bool CapsuleTraceSingle(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, float HalfHeight, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x46858f0 [Final Native Static Public]
    bool CapsuleTraceMultiForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, float HalfHeight, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4680f80 [Final Native Static Public]
    bool CapsuleTraceMultiByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, float HalfHeight, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x467cee0 [Final Native Static Public]
    bool CapsuleTraceMulti(UObject* WorldContextObject, const FVector& Start, const FVector& End, float Radius, float HalfHeight, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4685100 [Final Native Static Public]
    bool CapsuleOverlapComponents(UObject* WorldContextObject, const FVector& CapsulePos, float Radius, float HalfHeight, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ComponentClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutComponents); // 0x4689ec0 [Final Native Static Public]
    bool CapsuleOverlapActors(UObject* WorldContextObject, const FVector& CapsulePos, float Radius, float HalfHeight, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ActorClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutActors); // 0x468a380 [Final Native Static Public]
    bool CanLaunchURL(const FString& URL); // 0x46781b0 [Final Native Static Public]
    void CancelTransaction(int32 Index); // 0x22d5e90 [Final Native Static Public]
    void BreakSoftObjectPath(const FSoftObjectPath& InSoftObjectPath, const FString& PathString); // 0x4696d00 [Final Native Static Public]
    void BreakSoftClassPath(const FSoftClassPath& InSoftClassPath, const FString& PathString); // 0x4696d00 [Final Native Static Public]
    bool BoxTraceSingleForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FVector& HalfSize, const FRotator& Orientation, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x46827f0 [Final Native Static Public]
    bool BoxTraceSingleByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FVector& HalfSize, const FRotator& Orientation, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x467e730 [Final Native Static Public]
    bool BoxTraceSingle(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FVector& HalfSize, const FRotator& Orientation, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4686ff0 [Final Native Static Public]
    bool BoxTraceMultiForObjects(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FVector& HalfSize, const FRotator& Orientation, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4681fc0 [Final Native Static Public]
    bool BoxTraceMultiByProfile(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FVector& HalfSize, const FRotator& Orientation, const FName& ProfileName, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x467df00 [Final Native Static Public]
    bool BoxTraceMulti(UObject* WorldContextObject, const FVector& Start, const FVector& End, const FVector& HalfSize, const FRotator& Orientation, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, const TArray<bool>& OutHits, bool bIgnoreSelf, const FLinearColor& TraceColor, const FLinearColor& TraceHitColor, float DrawTime); // 0x4686130 [Final Native Static Public]
    bool BoxOverlapComponents(UObject* WorldContextObject, const FVector& BoxPos, const FVector& Extent, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ComponentClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutComponents); // 0x468a980 [Final Native Static Public]
    bool BoxOverlapActors(UObject* WorldContextObject, const FVector& BoxPos, const FVector& BoxExtent, const TArray<TSubclassOf<UObject>>& ObjectTypes, TSubclassOf<UObject> ActorClassFilter, const TArray<TArray<bool>>& ActorsToIgnore, const TArray<bool>& OutActors); // 0x468add0 [Final Native Static Public]
    int32 BeginTransaction(const FString& Context, const FText& Description, UObject* PrimaryObject); // 0x4676480 [Final Native Static Public]
    FDebugFloatHistory AddFloatHistorySample(float Value, FDebugFloatHistory& FloatHistory); // 0x4678f70 [Final Native Static Public]

// UKismetTextLibrary (/Script/Engine.KismetTextLibrary)
    FText TextTrimTrailing(FText& InText); // 0x46a16b0 [Final Native Static Public]
    FText TextTrimPrecedingAndTrailing(FText& InText); // 0x46a1530 [Final Native Static Public]
    FText TextTrimPreceding(FText& InText); // 0x46a1830 [Final Native Static Public]
    FText TextToUpper(FText& InText); // 0x46a19b0 [Final Native Static Public]
    FText TextToLower(FText& InText); // 0x46a1b40 [Final Native Static Public]
    bool TextIsTransient(FText& InText); // 0x46a1e10 [Final Native Static Public]
    bool TextIsFromStringTable(FText& Text); // 0x469d510 [Final Native Static Public]
    bool TextIsEmpty(FText& InText); // 0x46a1f40 [Final Native Static Public]
    bool TextIsCultureInvariant(FText& InText); // 0x46a1cd0 [Final Native Static Public]
    FText TextFromStringTable(const FName& TableId, const FString& Key); // 0x469d2f0 [Final Native Static Public]
    bool StringTableIdAndKeyFromText(const FText& Text, const FName& OutTableId, const FString& OutKey); // 0x469d080 [Final Native Static Public]
    FText PolyglotDataToText(FPolyglotTextData& PolyglotData); // 0x469cad0 [Final Native Static Public]
    bool NotEqual_TextText(FText& A, FText& B); // 0x46a0b00 [Final Native Static Public]
    bool NotEqual_IgnoreCase_TextText(FText& A, FText& B); // 0x46a08c0 [Final Native Static Public]
    void IsPolyglotDataValid(FPolyglotTextData& PolyglotData, const bool& IsValid, FText& ErrorMessage); // 0x469cde0 [Final Native Static Public]
    FText GetEmptyText(); // 0x46a14a0 [Final Native Static Public]
    FText Format(const FText& InPattern, const TArray<FText>& InArgs); // 0x469d660 [Final Native Static Public]
    bool FindTextInLocalizationTable(const FString& Namespace, const FString& Key, FText& OutText); // 0x46a11c0 [Final Native Static Public]
    bool EqualEqual_TextText(FText& A, FText& B); // 0x46a0f80 [Final Native Static Public]
    bool EqualEqual_IgnoreCase_TextText(FText& A, FText& B); // 0x46a0d40 [Final Native Static Public]
    FText Conv_VectorToText(const FVector& InVec); // 0x46a2d10 [Final Native Static Public]
    FText Conv_Vector2dToText(const FVector2D& InVec); // 0x46a2be0 [Final Native Static Public]
    FText Conv_TransformToText(FTransform& InTrans); // 0x46a2910 [Final Native Static Public]
    FString Conv_TextToString(FText& InText); // 0x46a2380 [Final Native Static Public]
    FText Conv_StringToText(const FString& inString); // 0x46a2240 [Final Native Static Public]
    FText Conv_RotatorToText(const FRotator& InRot); // 0x46a2aa0 [Final Native Static Public]
    FText Conv_ObjectToText(UObject* InObj); // 0x46a2680 [Final Native Static Public]
    FText Conv_NameToText(const FName& InName); // 0x46a2080 [Final Native Static Public]
    FText Conv_IntToText(int32 Value, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits); // 0x46a0270 [Final Native Static Public]
    FText Conv_Int64ToText(int64 Value, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits); // 0x469fec0 [Final Native Static Public]
    FText Conv_FloatToText(float Value, uint8 RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits); // 0x469f980 [Final Native Static Public]
    FText Conv_ColorToText(const FLinearColor& InColor); // 0x46a2550 [Final Native Static Public]
    FText Conv_ByteToText(uint8 Value); // 0x46a0600 [Final Native Static Public]
    FText Conv_BoolToText(bool InBool); // 0x46a0790 [Final Native Static Public]
    FText AsTimeZoneTime_DateTime(const FDateTime& InDateTime, const FString& InTimeZone); // 0x469db00 [Final Native Static Public]
    FText AsTimeZoneDateTime_DateTime(const FDateTime& InDateTime, const FString& InTimeZone); // 0x469dec0 [Final Native Static Public]
    FText AsTimeZoneDate_DateTime(const FDateTime& InDateTime, const FString& InTimeZone); // 0x469e290 [Final Native Static Public]
    FText AsTimespan_Timespan(const FTimespan& InTimespan); // 0x469d9b0 [Final Native Static Public]
    FText AsTime_DateTime(const FDateTime& In); // 0x469dd00 [Final Native Static Public]
    FText AsPercent_Float(float Value, uint8 RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits); // 0x469e650 [Final Native Static Public]
    FText AsDateTime_DateTime(const FDateTime& In); // 0x469e0c0 [Final Native Static Public]
    FText AsDate_DateTime(const FDateTime& InDateTime); // 0x469e490 [Final Native Static Public]
    FText AsCurrencyBase(int32 BaseValue, const FString& CurrencyCode); // 0x469f740 [Final Native Static Public]
    FText AsCurrency_Integer(int32 Value, uint8 RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits, const FString& CurrencyCode); // 0x469f170 [Final Native Static Public]
    FText AsCurrency_Float(float Value, uint8 RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits, const FString& CurrencyCode); // 0x469eb90 [Final Native Static Public]

// ALevelScriptActor (/Script/Engine.LevelScriptActor)
    void WorldOriginLocationChanged(const FIntVector& OldOriginLocation, const FIntVector& NewOriginLocation); // 0x274f500 [Event Public]
    void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning); // 0x46a4610 [Native Public]
    bool RemoteEvent(const FName& EventName); // 0x46a4980 [Native Public]
    void LevelReset(); // 0x274f500 [Event Public]

// ULevelStreaming (/Script/Engine.LevelStreaming)
    bool ShouldBeLoaded(); // 0x16c1fd0 [Native Public]
    void SetShouldBeVisible(bool bInShouldBeVisible); // 0x46a5340 [Final Native Public]
    void SetShouldBeLoaded(bool bInShouldBeLoaded); // 0x45f5c90 [Native Public]
    void SetPriority(int32 NewPriority); // 0x46a5160 [Final Native Public]
    void SetLevelLODIndex(int32 LODIndex); // 0x46a5270 [Final Native Public]
    void SetIsRequestingUnloadAndRemoval(bool bInIsRequestingUnloadAndRemoval); // 0x46a5050 [Final Native Public]
    bool IsStreamingStatePending(); // 0x46a4e20 [Final Native Public]
    bool IsLevelVisible(); // 0x46a4fb0 [Final Native Public]
    bool IsLevelLoaded(); // 0x46a4f80 [Final Native Public]
    FName GetWorldAssetPackageFName(); // 0x46a5010 [Final Native Public]
    ULevel* GetLoadedLevel(); // 0x46a4ff0 [Final Native Public]
    ALevelScriptActor* GetLevelScriptActor(); // 0x46a4ce0 [Final Native Public]
    bool GetIsRequestingUnloadAndRemoval(); // 0x46a5130 [Final Native Public]
    ULevelStreaming* CreateInstance(const FString& UniqueInstanceName); // 0x46a4d20 [Final Native Public]

// ULevelStreamingDynamic (/Script/Engine.LevelStreamingDynamic)
    ULevelStreamingDynamic* LoadLevelInstanceBySoftObjectPtr(UObject* WorldContextObject, const TSoftObjectPtr<UWorld>& Level, const FVector& Location, const FRotator& Rotation, const bool& bOutSuccess, const FString& OptionalLevelNameOverride); // 0x46a5920 [Final Native Static Public]
    ULevelStreamingDynamic* LoadLevelInstance(UObject* WorldContextObject, const FString& LevelName, const FVector& Location, const FRotator& Rotation, const bool& bOutSuccess, const FString& OptionalLevelNameOverride); // 0x46a5df0 [Final Native Static Public]

// ULocalLightComponent (/Script/Engine.LocalLightComponent)
    void SetIntensityUnits(const ELightUnits& NewIntensityUnits); // 0x46abac0 [Final Native Public]
    void SetAttenuationRadius(float NewRadius); // 0x46abbc0 [Final Native Public]
    float GetUnitsConversionFactor(const ELightUnits& SrcUnits, const ELightUnits& TargetUnits, float CosHalfConeAngle); // 0x46ab820 [Final Native Static Public]

// ULODSyncComponent (/Script/Engine.LODSyncComponent)
    FString GetLODSyncDebugText(); // 0x46ac3f0 [Final Native Public]

// UMaterialBillboardComponent (/Script/Engine.MaterialBillboardComponent)
    void SetElements(const TArray<void>& NewElements); // 0x46addd0 [Final Native Public]
    void AddElement(UMaterialInterface* Material, UCurveFloat* DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, UCurveFloat* DistanceToSizeCurve); // 0x46ad9d0 [Final Native Public]

// UMaterialInstanceDynamic (/Script/Engine.MaterialInstanceDynamic)
    void SetVectorParameterValueByInfo(FMaterialParameterInfo& ParameterInfo, const FLinearColor& Value); // 0x46c8260 [Final Native Public]
    void SetVectorParameterValue(const FName& ParameterName, const FLinearColor& Value); // 0x46c83f0 [Final Native Public]
    void SetTextureParameterValueByInfo(FMaterialParameterInfo& ParameterInfo, UTexture* Value); // 0x46c8750 [Final Native Public]
    void SetTextureParameterValue(const FName& ParameterName, UTexture* Value); // 0x46c88d0 [Final Native Public]
    void SetScalarParameterValueByInfo(FMaterialParameterInfo& ParameterInfo, float Value); // 0x46c8c00 [Final Native Public]
    void SetScalarParameterValue(const FName& ParameterName, float Value); // 0x46c8d80 [Final Native Public]
    void K2_InterpolateMaterialInstanceParams(UMaterialInstance* SourceA, UMaterialInstance* SourceB, float Alpha); // 0x46c76f0 [Final Native Public]
    FLinearColor K2_GetVectorParameterValueByInfo(FMaterialParameterInfo& ParameterInfo); // 0x46c8080 [Final Native Public]
    FLinearColor K2_GetVectorParameterValue(const FName& ParameterName); // 0x46c6b90 [Final Native Public]
    UTexture* K2_GetTextureParameterValueByInfo(FMaterialParameterInfo& ParameterInfo); // 0x46c8580 [Final Native Public]
    UTexture* K2_GetTextureParameterValue(const FName& ParameterName); // 0x46c6d00 [Final Native Public]
    float K2_GetScalarParameterValueByInfo(FMaterialParameterInfo& ParameterInfo); // 0x46c8a30 [Final Native Public]
    float K2_GetScalarParameterValue(const FName& ParameterName); // 0x46c6e80 [Final Native Public]
    void K2_CopyMaterialInstanceParameters(UMaterialInterface* Source, bool bQuickParametersOnly); // 0x46c7580 [Final Native Public]
    void CopyParameterOverrides(UMaterialInstance* MaterialInstance); // 0x46c70f0 [Final Native Public]
    void CopyInterpParameters(UMaterialInstance* Source); // 0x46c7340 [Final Native Public]

// AMatineeActor (/Script/Engine.MatineeActor)
    void Stop(); // 0xe95340 [Native Public]
    void SetPosition(float NewPosition, bool bJump); // 0x46caf60 [Final Native Public]
    void SetLoopingState(bool bNewLooping); // 0x14ab0b0 [Native Public]
    void Reverse(); // 0xfa2f30 [Native Public]
    void Play(); // 0x22115c0 [Native Public]
    void Pause(); // 0xfa2f10 [Native Public]
    void EnableGroupByName(const FString& GroupName, bool bEnable); // 0x46cad10 [Final Native Public]
    void ChangePlaybackDirection(); // 0x23a3700 [Native Public]

// UMeshVertexPainterKismetLibrary (/Script/Engine.MeshVertexPainterKismetLibrary)
    void RemovePaintedVertices(UStaticMeshComponent* StaticMeshComponent); // 0x46cdfb0 [Final Native Static Public]
    void PaintVerticesSingleColor(UStaticMeshComponent* StaticMeshComponent, const FLinearColor& FillColor, bool bConvertToSRGB); // 0x46ce870 [Final Native Static Public]
    void PaintVerticesLerpAlongAxis(UStaticMeshComponent* StaticMeshComponent, const FLinearColor& StartColor, const FLinearColor& EndColor, const EVertexPaintAxis& Axis, bool bConvertToSRGB); // 0x46ce150 [Final Native Static Public]

// UNetPushModelHelpers (/Script/Engine.NetPushModelHelpers)
    void MarkPropertyDirtyFromRepIndex(UObject* Object, int32 RepIndex, const FName& PropertyName); // 0x46d4430 [Final Native Static Public]
    void MarkPropertyDirty(UObject* Object, const FName& PropertyName); // 0x46d4600 [Final Native Static Public]

// UParticleSystem (/Script/Engine.ParticleSystem)
    bool ContainsEmitterType(TSubclassOf<UObject> TypeData); // 0x46e2640 [Final Native Public]

// UPawnNoiseEmitterComponent (/Script/Engine.PawnNoiseEmitterComponent)
    void MakeNoise(AActor* NoiseMaker, float Loudness, const FVector& NoiseLocation); // 0x46e9850 [Native Public]

// UPhysicalAnimationComponent (/Script/Engine.PhysicalAnimationComponent)
    void SetStrengthMultiplyer(float InStrengthMultiplyer); // 0x46ea2f0 [Final Native Public]
    void SetSkeletalMeshComponent(USkeletalMeshComponent* InSkeletalMeshComponent); // 0x46ea870 [Final Native Public]
    FTransform GetBodyTargetTransform(const FName& BodyName); // 0x46e9f50 [Final Native Public]
    void ApplyPhysicalAnimationSettingsBelow(const FName& BodyName, FPhysicalAnimationData& PhysicalAnimationData, bool bIncludeSelf); // 0x46ea400 [Final Native Public]
    void ApplyPhysicalAnimationSettings(const FName& BodyName, FPhysicalAnimationData& PhysicalAnimationData); // 0x46ea6a0 [Final Native Public]
    void ApplyPhysicalAnimationProfileBelow(const FName& BodyName, const FName& ProfileName, bool bIncludeSelf, bool bClearNotFound); // 0x46ea060 [Final Native Public]

// UPhysicsConstraintComponent (/Script/Engine.PhysicsConstraintComponent)
    void SetOrientationDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive); // 0x46edb30 [Final Native Public]
    void SetOrientationDriveSLERP(bool bEnableSLERP); // 0x46eda20 [Final Native Public]
    void SetLinearZLimit(uint8 ConstraintType, float LimitSize); // 0x46ec710 [Final Native Public]
    void SetLinearYLimit(uint8 ConstraintType, float LimitSize); // 0x46ec8a0 [Final Native Public]
    void SetLinearXLimit(uint8 ConstraintType, float LimitSize); // 0x46eca30 [Final Native Public]
    void SetLinearVelocityTarget(const FVector& InVelTarget); // 0x46ed230 [Final Native Public]
    void SetLinearVelocityDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ); // 0x46ede70 [Final Native Public]
    void SetLinearPositionTarget(const FVector& InPosTarget); // 0x46ed370 [Final Native Public]
    void SetLinearPositionDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ); // 0x46ee0d0 [Final Native Public]
    void SetLinearPlasticity(bool bLinearPlasticity, float LinearPlasticityThreshold); // 0x46ebf20 [Final Native Public]
    void SetLinearDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit); // 0x46ed040 [Final Native Public]
    void SetLinearBreakable(bool bLinearBreakable, float LinearBreakThreshold); // 0x46ec0c0 [Final Native Public]
    void SetDisableCollision(bool bDisableCollision); // 0x46eb390 [Final Native Public]
    void SetConstraintReferencePosition(uint8 Frame, const FVector& RefPosition); // 0x46eb740 [Final Native Public]
    void SetConstraintReferenceOrientation(uint8 Frame, const FVector& PriAxis, const FVector& SecAxis); // 0x46eb4a0 [Final Native Public]
    void SetConstraintReferenceFrame(uint8 Frame, FTransform& RefFrame); // 0x46eb8e0 [Final Native Public]
    void SetConstrainedComponents(UPrimitiveComponent* Component1, const FName& BoneName1, UPrimitiveComponent* Component2, const FName& BoneName2); // 0x46ee350 [Final Native Public]
    void SetAngularVelocityTarget(const FVector& InVelTarget); // 0x46ecdb0 [Final Native Public]
    void SetAngularVelocityDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive); // 0x46ed6c0 [Final Native Public]
    void SetAngularVelocityDriveSLERP(bool bEnableSLERP); // 0x46ed5b0 [Final Native Public]
    void SetAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive); // 0x46ed870 [Final Native Public]
    void SetAngularTwistLimit(uint8 ConstraintType, float TwistLimitAngle); // 0x46ec260 [Final Native Public]
    void SetAngularSwing2Limit(uint8 MotionType, float Swing2LimitAngle); // 0x46ec3f0 [Final Native Public]
    void SetAngularSwing1Limit(uint8 MotionType, float Swing1LimitAngle); // 0x46ec580 [Final Native Public]
    void SetAngularPlasticity(bool bAngularPlasticity, float AngularPlasticityThreshold); // 0x46ebbe0 [Final Native Public]
    void SetAngularOrientationTarget(const FRotator& InPosTarget); // 0x46ecf50 [Final Native Public]
    void SetAngularOrientationDrive(bool bEnableSwingDrive, bool bEnableTwistDrive); // 0x46edcd0 [Final Native Public]
    void SetAngularDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit); // 0x46ecbc0 [Final Native Public]
    void SetAngularDriveMode(uint8 DriveMode); // 0x46ed4b0 [Final Native Public]
    void SetAngularBreakable(bool bAngularBreakable, float AngularBreakThreshold); // 0x46ebd80 [Final Native Public]
    bool IsBroken(); // 0x46eb0a0 [Final Native Public]
    float GetCurrentTwist(); // 0x46ebb70 [Final Native Public]
    float GetCurrentSwing2(); // 0x46eba90 [Final Native Public]
    float GetCurrentSwing1(); // 0x46ebb00 [Final Native Public]
    void GetConstraintForce(const FVector& OutLinearForce, const FVector& OutAngularForce); // 0x46eb180 [Final Native Public]
    void BreakConstraint(); // 0x46ee320 [Final Native Public]

// UPhysicsHandleComponent (/Script/Engine.PhysicsHandleComponent)
    void SetTargetRotation(const FRotator& NewRotation); // 0x46f0630 [Final Native Public]
    void SetTargetLocationAndRotation(const FVector& NewLocation, const FRotator& NewRotation); // 0x46f02d0 [Final Native Public]
    void SetTargetLocation(const FVector& NewLocation); // 0x46f08d0 [Final Native Public]
    void SetLinearStiffness(float NewLinearStiffness); // 0x46eff40 [Final Native Public]
    void SetLinearDamping(float NewLinearDamping); // 0x46f0020 [Final Native Public]
    void SetInterpolationSpeed(float NewInterpolationSpeed); // 0x46efcb0 [Final Native Public]
    void SetAngularStiffness(float NewAngularStiffness); // 0x46efd80 [Final Native Public]
    void SetAngularDamping(float NewAngularDamping); // 0x46efe60 [Final Native Public]
    void ReleaseComponent(); // 0x45affb0 [Native Public]
    void GrabComponentAtLocationWithRotation(UPrimitiveComponent* Component, const FName& InBoneName, const FVector& Location, const FRotator& Rotation); // 0x46f09b0 [Final Native Public]
    void GrabComponentAtLocation(UPrimitiveComponent* Component, const FName& InBoneName, const FVector& GrabLocation); // 0x46f0c70 [Final Native Public]
    void GrabComponent(UPrimitiveComponent* Component, const FName& InBoneName, const FVector& GrabLocation, bool bConstrainRotation); // 0x46f0e80 [Native Public]
    void GetTargetLocationAndRotation(const FVector& TargetLocation, const FRotator& TargetRotation); // 0x46f0100 [Final Native Public]
    UPrimitiveComponent* GetGrabbedComponent(); // 0x3d51900 [Final Native Public]

// UPhysicsSpringComponent (/Script/Engine.PhysicsSpringComponent)
    FVector GetSpringRestingPoint(); // 0x46f1a70 [Final Native Public]
    FVector GetSpringDirection(); // 0x46f18d0 [Final Native Public]
    FVector GetSpringCurrentEndPoint(); // 0x46f1970 [Final Native Public]
    float GetNormalizedCompressionScalar(); // 0x46f1b30 [Final Native Public]

// APlanarReflection (/Script/Engine.PlanarReflection)
    void OnInterpToggle(bool bEnable); // 0x46f1f80 [Final Native Public]

// USceneCaptureComponent (/Script/Engine.SceneCaptureComponent)
    void ShowOnlyComponent(UPrimitiveComponent* InComponent); // 0x4723520 [Final Native Public]
    void ShowOnlyActorComponents(AActor* InActor, bool bIncludeFromChildActors); // 0x47231a0 [Final Native Public]
    void SetCaptureSortPriority(int32 NewCaptureSortPriority); // 0x4722b00 [Final Native Public]
    void RemoveShowOnlyComponent(UPrimitiveComponent* InComponent); // 0x4723000 [Final Native Public]
    void RemoveShowOnlyActorComponents(AActor* InActor, bool bIncludeFromChildActors); // 0x4722c30 [Final Native Public]
    void HideComponent(UPrimitiveComponent* InComponent); // 0x4723a70 [Final Native Public]
    void HideActorComponents(AActor* InActor, bool bIncludeFromChildActors); // 0x47236d0 [Final Native Public]
    void ClearShowOnlyComponents(); // 0x4722c00 [Final Native Public]
    void ClearHiddenComponents(); // 0x4722bd0 [Final Native Public]

// UPlatformEventsComponent (/Script/Engine.PlatformEventsComponent)
    bool SupportsConvertibleLaptops(); // 0x46f23b0 [Final Native Public]
    void PlatformEventDelegate__DelegateSignature(); // 0x274f500 [Public]
    bool IsInTabletMode(); // 0x46f2410 [Final Native Public]
    bool IsInLaptopMode(); // 0x46f2470 [Final Native Public]

// UPlatformInterfaceWebResponse (/Script/Engine.PlatformInterfaceWebResponse)
    int32 GetNumHeaders(); // 0x13c7040 [Native Public]
    FString GetHeaderValue(const FString& HeaderName); // 0x46f2a10 [Native Public]
    void GetHeader(int32 HeaderIndex, const FString& Header, const FString& Value); // 0x46f2b50 [Native Public]

// APointLight (/Script/Engine.PointLight)
    void SetRadius(float NewRadius); // 0x4706ed0 [Final Native Public]
    void SetLightFalloffExponent(float NewLightFalloffExponent); // 0x4706dc0 [Final Native Public]

// UPointLightComponent (/Script/Engine.PointLightComponent)
    void SetSourceRadius(float bNewValue); // 0x47072e0 [Final Native Public]
    void SetSourceLength(float NewValue); // 0x47070c0 [Final Native Public]
    void SetSoftSourceRadius(float bNewValue); // 0x47071d0 [Final Native Public]
    void SetLightFalloffExponent(float NewLightFalloffExponent); // 0x47073f0 [Final Native Public]

// UPoseableMeshComponent (/Script/Engine.PoseableMeshComponent)
    void SetBoneTransformByName(const FName& BoneName, FTransform& InTransform, uint8 BoneSpace); // 0x4708d30 [Final Native Public]
    void SetBoneScaleByName(const FName& BoneName, const FVector& InScale3D, uint8 BoneSpace); // 0x4708460 [Final Native Public]
    void SetBoneRotationByName(const FName& BoneName, const FRotator& InRotation, uint8 BoneSpace); // 0x47086c0 [Final Native Public]
    void SetBoneLocationByName(const FName& BoneName, const FVector& InLocation, uint8 BoneSpace); // 0x4708ad0 [Final Native Public]
    void ResetBoneTransformByName(const FName& BoneName); // 0x4707b50 [Final Native Public]
    FTransform GetBoneTransformByName(const FName& BoneName, uint8 BoneSpace); // 0x47082d0 [Final Native Public]
    FVector GetBoneScaleByName(const FName& BoneName, uint8 BoneSpace); // 0x4707dc0 [Final Native Public]
    FRotator GetBoneRotationByName(const FName& BoneName, uint8 BoneSpace); // 0x4707f70 [Final Native Public]
    FVector GetBoneLocationByName(const FName& BoneName, uint8 BoneSpace); // 0x4708120 [Final Native Public]
    void CopyPoseFromSkeletalComponent(USkeletalMeshComponent* InComponentToCopy); // 0x4707910 [Final Native Public]

// UPostProcessComponent (/Script/Engine.PostProcessComponent)
    void AddOrUpdateBlendable(const TScriptInterface<IBlendableInterface>& InBlendableObject, float InWeight); // 0x2350250 [Final Native Public]

// APostProcessVolume (/Script/Engine.PostProcessVolume)
    void AddOrUpdateBlendable(const TScriptInterface<IBlendableInterface>& InBlendableObject, float InWeight); // 0x47096a0 [Final Native Public]

// ARadialForceActor (/Script/Engine.RadialForceActor)
    void ToggleForce(); // 0xfa2f30 [Native Public]
    void FireImpulse(); // 0x22116d0 [Native Public]
    void EnableForce(); // 0x22115c0 [Native Public]
    void DisableForce(); // 0xe95340 [Native Public]

// URadialForceComponent (/Script/Engine.RadialForceComponent)
    void RemoveObjectTypeToAffect(uint8 ObjectType); // 0x4719dc0 [Native Public]
    void FireImpulse(); // 0x21e5820 [Native Public]
    void AddObjectTypeToAffect(uint8 ObjectType); // 0x4719e90 [Native Public]

// URectLightComponent (/Script/Engine.RectLightComponent)
    void SetSourceWidth(float bNewValue); // 0x471a660 [Final Native Public]
    void SetSourceTexture(UTexture* bNewValue); // 0x471a770 [Final Native Public]
    void SetSourceHeight(float NewValue); // 0x47073f0 [Final Native Public]
    void SetBarnDoorLength(float NewValue); // 0x471a420 [Final Native Public]
    void SetBarnDoorAngle(float NewValue); // 0x471a530 [Final Native Public]

// URuntimeVirtualTexture (/Script/Engine.RuntimeVirtualTexture)
    int32 GetTileSize(); // 0x471e580 [Final Native Public]
    int32 GetTileCount(); // 0x471e5d0 [Final Native Public]
    int32 GetTileBorderSize(); // 0x471e540 [Final Native Public]
    int32 GetSize(); // 0x471e4c0 [Final Native Public]
    int32 GetPageTableSize(); // 0x471e440 [Final Native Public]

// URuntimeVirtualTextureComponent (/Script/Engine.RuntimeVirtualTextureComponent)
    void Invalidate(const FBoxSphereBounds& WorldBounds); // 0x471e780 [Final Native Public]

// ASceneCapture2D (/Script/Engine.SceneCapture2D)
    void OnInterpToggle(bool bEnable); // 0x46f1f80 [Final Native Public]

// USceneCaptureComponent2D (/Script/Engine.SceneCaptureComponent2D)
    void RemoveBlendable(const TScriptInterface<IBlendableInterface>& InBlendableObject); // 0x4723ec0 [Final Native Public]
    void CaptureScene(); // 0x4723ea0 [Final Native Public]
    void AddOrUpdateBlendable(const TScriptInterface<IBlendableInterface>& InBlendableObject, float InWeight); // 0x4724040 [Final Native Public]

// USceneCaptureComponentCube (/Script/Engine.SceneCaptureComponentCube)
    void CaptureScene(); // 0x4724410 [Final Native Public]

// ASceneCaptureCube (/Script/Engine.SceneCaptureCube)
    void OnInterpToggle(bool bEnable); // 0x46f1f80 [Final Native Public]

// USkeletalMeshSocket (/Script/Engine.SkeletalMeshSocket)
    void InitializeSocketFromLocation(USkeletalMeshComponent* SkelComp, const FVector& WorldLocation, const FVector& WorldNormal); // 0x473c360 [Final Native Public]
    FVector GetSocketLocation(USkeletalMeshComponent* SkelComp); // 0x473c650 [Final Native Public]

// USkyAtmosphereComponent (/Script/Engine.SkyAtmosphereComponent)
    void SetSkyLuminanceFactor(const FLinearColor& NewValue); // 0x47437a0 [Final Native Public]
    void SetRayleighScatteringScale(float NewValue); // 0x4744650 [Final Native Public]
    void SetRayleighScattering(const FLinearColor& NewValue); // 0x4744470 [Final Native Public]
    void SetRayleighExponentialDistribution(float NewValue); // 0x4744360 [Final Native Public]
    void SetOtherAbsorptionScale(float NewValue); // 0x4743b60 [Final Native Public]
    void SetOtherAbsorption(const FLinearColor& NewValue); // 0x4743980 [Final Native Public]
    void SetMultiScatteringFactor(float NewValue); // 0x4744760 [Final Native Public]
    void SetMieScatteringScale(float NewValue); // 0x4744250 [Final Native Public]
    void SetMieScattering(const FLinearColor& NewValue); // 0x4744070 [Final Native Public]
    void SetMieExponentialDistribution(float NewValue); // 0x4743c70 [Final Native Public]
    void SetMieAnisotropy(float NewValue); // 0x46a7d50 [Final Native Public]
    void SetMieAbsorptionScale(float NewValue); // 0x4743f60 [Final Native Public]
    void SetMieAbsorption(const FLinearColor& NewValue); // 0x4743d80 [Final Native Public]
    void SetHeightFogContribution(float NewValue); // 0x46a7f70 [Final Native Public]
    void SetAtmosphereHeight(float NewValue); // 0x4744870 [Final Native Public]
    void SetAerialPespectiveViewDistanceScale(float NewValue); // 0x4743690 [Final Native Public]
    void OverrideAtmosphereLightDirection(int32 AtmosphereLightIndex, const FVector& LightDirection); // 0x4744980 [Final Native Public]
    FLinearColor GetAtmosphereTransmitanceOnGroundAtPlanetTop(UDirectionalLightComponent* DirectionalLight); // 0x4743490 [Final Native Public]

// USkyLightComponent (/Script/Engine.SkyLightComponent)
    void SetVolumetricScatteringIntensity(float NewIntensity); // 0x4745d00 [Final Native Public]
    void SetOcclusionTint(const FColor& InTint); // 0x4745690 [Final Native Public]
    void SetOcclusionExponent(float InOcclusionExponent); // 0x4745470 [Final Native Public]
    void SetOcclusionContrast(float InOcclusionContrast); // 0x4745580 [Final Native Public]
    void SetMinOcclusion(float InMinOcclusion); // 0x4745360 [Final Native Public]
    void SetLowerHemisphereColor(const FLinearColor& InLowerHemisphereColor); // 0x47457a0 [Final Native Public]
    void SetLightColor(const FLinearColor& NewLightColor); // 0x4745be0 [Final Native Public]
    void SetIntensity(float NewIntensity); // 0x4745f20 [Final Native Public]
    void SetIndirectLightingIntensity(float NewIntensity); // 0x4745e10 [Final Native Public]
    void SetCubemapBlend(UTextureCube* SourceCubemap, UTextureCube* DestinationCubemap, float InBlendFraction); // 0x47458e0 [Final Native Public]
    void SetCubemap(UTextureCube* NewCubemap); // 0x4745ad0 [Final Native Public]
    void RecaptureSky(); // 0x4745340 [Final Native Public]

// USoundSubmix (/Script/Engine.SoundSubmix)
    void StopSpectralAnalysis(UObject* WorldContextObject); // 0x474c4b0 [Final Native Public]
    void StopRecordingOutput(UObject* WorldContextObject, const EAudioRecordingExportType& ExportType, const FString& Name, const FString& Path, USoundWave* ExistingSoundWaveToOverwrite); // 0x474d660 [Final Native Public]
    void StopEnvelopeFollowing(UObject* WorldContextObject); // 0x474d400 [Final Native Public]
    void StartSpectralAnalysis(UObject* WorldContextObject, const EFFTSize& FFTSize, const EFFTPeakInterpolationMethod& InterpolationMethod, const EFFTWindowType& WindowType, float HopSize, const EAudioSpectrumType& SpectrumType); // 0x474c5e0 [Final Native Public]
    void StartRecordingOutput(UObject* WorldContextObject, float ExpectedDuration); // 0x474da40 [Final Native Public]
    void StartEnvelopeFollowing(UObject* WorldContextObject); // 0x474d530 [Final Native Public]
    void SetSubmixOutputVolume(UObject* WorldContextObject, float InOutputVolume); // 0x474c2e0 [Final Native Public]
    void RemoveSpectralAnalysisDelegate(UObject* WorldContextObject, const FScriptDelegate& OnSubmixSpectralAnalysisBP); // 0x474c9f0 [Final Native Public]
    void AddSpectralAnalysisDelegate(UObject* WorldContextObject, const TArray<FScriptDelegate>& InBandSettings, const FScriptDelegate& OnSubmixSpectralAnalysisBP, float UpdateRate, float DecibelNoiseFloor, bool bDoNormalize, bool bDoAutoRange, float AutoRangeAttackTime, float AutoRangeReleaseTime); // 0x474cbc0 [Final Native Public]
    void AddEnvelopeFollowerDelegate(UObject* WorldContextObject, const FScriptDelegate& OnSubmixEnvelopeBP); // 0x474d230 [Final Native Public]

// USplineMeshComponent (/Script/Engine.SplineMeshComponent)
    void UpdateMesh(); // 0x47616f0 [Final Native Public]
    void SetStartTangent(const FVector& StartTangent, bool bUpdateMesh); // 0x4761370 [Final Native Public]
    void SetStartScale(const FVector2D& StartScale, bool bUpdateMesh); // 0x4760b10 [Final Native Public]
    void SetStartRoll(float StartRoll, bool bUpdateMesh); // 0x4760980 [Final Native Public]
    void SetStartPosition(const FVector& StartPos, bool bUpdateMesh); // 0x4761530 [Final Native Public]
    void SetStartOffset(const FVector2D& StartOffset, bool bUpdateMesh); // 0x47607e0 [Final Native Public]
    void SetStartAndEnd(const FVector& StartPos, const FVector& StartTangent, const FVector& EndPos, const FVector& EndTangent, bool bUpdateMesh); // 0x4760cb0 [Final Native Public]
    void SetSplineUpDir(const FVector& InSplineUpDir, bool bUpdateMesh); // 0x475ffe0 [Final Native Public]
    void SetForwardAxis(uint8 InForwardAxis, bool bUpdateMesh); // 0x4760180 [Final Native Public]
    void SetEndTangent(const FVector& EndTangent, bool bUpdateMesh); // 0x4760ff0 [Final Native Public]
    void SetEndScale(const FVector2D& EndScale, bool bUpdateMesh); // 0x4760640 [Final Native Public]
    void SetEndRoll(float EndRoll, bool bUpdateMesh); // 0x47604b0 [Final Native Public]
    void SetEndPosition(const FVector& EndPos, bool bUpdateMesh); // 0x47611b0 [Final Native Public]
    void SetEndOffset(const FVector2D& EndOffset, bool bUpdateMesh); // 0x4760310 [Final Native Public]
    void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh); // 0x475fe50 [Final Native Public]
    void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh); // 0x475fcc0 [Final Native Public]
    FVector GetStartTangent(); // 0x4761500 [Final Native Public]
    FVector2D GetStartScale(); // 0x4760c80 [Final Native Public]
    float GetStartRoll(); // 0x4760af0 [Final Native Public]
    FVector GetStartPosition(); // 0x47616c0 [Final Native Public]
    FVector2D GetStartOffset(); // 0x4760950 [Final Native Public]
    FVector GetSplineUpDir(); // 0x4760150 [Final Native Public]
    uint8 GetForwardAxis(); // 0x47602f0 [Final Native Public]
    FVector GetEndTangent(); // 0x4761180 [Final Native Public]
    FVector2D GetEndScale(); // 0x47607b0 [Final Native Public]
    float GetEndRoll(); // 0x4760620 [Final Native Public]
    FVector GetEndPosition(); // 0x4761340 [Final Native Public]
    FVector2D GetEndOffset(); // 0x4760480 [Final Native Public]
    float GetBoundaryMin(); // 0x475ffc0 [Final Native Public]
    float GetBoundaryMax(); // 0x475fe30 [Final Native Public]

// USpotLightComponent (/Script/Engine.SpotLightComponent)
    void SetOuterConeAngle(float NewOuterConeAngle); // 0x4762100 [Final Native Public]
    void SetInnerConeAngle(float NewInnerConeAngle); // 0x4762210 [Final Native Public]

// UStaticMesh (/Script/Engine.StaticMesh)
    void SetStaticMaterials(const TArray<void>& InStaticMaterials); // 0x4763d30 [Final Native Public]
    void RemoveSocket(UStaticMeshSocket* Socket); // 0x4762f60 [Final Native Public]
    TArray<void> GetStaticMaterials(); // 0x4763e30 [Final Native Public]
    int32 GetNumSections(int32 InLOD); // 0x4763780 [Final Native Public]
    int32 GetNumLODs(); // 0x4763990 [Final Native Public]
    void GetMinimumLODForPlatforms(TMap<FName, void>& PlatformMinimumLODs); // 0x4763f30 [Final Native Public]
    int32 GetMinimumLODForPlatform(const FName& PlatformName); // 0x4763e60 [Final Native Public]
    int32 GetMaterialIndex(const FName& MaterialSlotName); // 0x4763360 [Final Native Public]
    UMaterialInterface* GetMaterial(int32 MaterialIndex); // 0x4763670 [Final Native Public]
    FBoxSphereBounds GetBounds(); // 0x4763950 [Final Native Public]
    FBox GetBoundingBox(); // 0x4763880 [Final Native Public]
    UStaticMeshSocket* FindSocket(const FName& InSocketName); // 0x4763100 [Final Native Public]
    UStaticMeshDescription* CreateStaticMeshDescription(UObject* Outer); // 0x4763bd0 [Final Native Static Public]
    void BuildFromStaticMeshDescriptions(const TArray<bool>& StaticMeshDescriptions, bool bBuildSimpleCollision); // 0x47639c0 [Final Native Public]
    void AddSocket(UStaticMeshSocket* Socket); // 0x4763230 [Final Native Public]
    FName AddMaterial(UMaterialInterface* Material); // 0x4763480 [Final Native Public]

// UStereoLayerShapeCylinder (/Script/Engine.StereoLayerShapeCylinder)
    void SetRadius(float InRadius); // 0x4766c20 [Final Native Public]
    void SetOverlayArc(float InOverlayArc); // 0x4766b10 [Final Native Public]
    void SetHeight(int32 InHeight); // 0x4766a10 [Final Native Public]

// UStereoLayerShapeEquirect (/Script/Engine.StereoLayerShapeEquirect)
    void SetEquirectProps(const FEquirectProps& InScaleBiases); // 0x4766e50 [Final Native Public]

// UStereoLayerComponent (/Script/Engine.StereoLayerComponent)
    void SetUVRect(const FBox2D& InUVRect); // 0x4767370 [Final Native Public]
    void SetTexture(UTexture* InTexture); // 0x47676a0 [Final Native Public]
    void SetQuadSize(const FVector2D& InQuadSize); // 0x47674c0 [Final Native Public]
    void SetPriority(int32 InPriority); // 0x4767070 [Final Native Public]
    void SetLeftTexture(UTexture* InTexture); // 0x47675b0 [Final Native Public]
    void SetEquirectProps(const FEquirectProps& InScaleBiases); // 0x4767150 [Final Native Public]
    void MarkTextureForUpdate(); // 0x4767030 [Final Native Public]
    FBox2D GetUVRect(); // 0x4767340 [Final Native Public]
    UTexture* GetTexture(); // 0x2336280 [Final Native Public]
    FVector2D GetQuadSize(); // 0x4767490 [Final Native Public]
    int32 GetPriority(); // 0x4767050 [Final Native Public]
    UTexture* GetLeftTexture(); // 0x10a0f60 [Final Native Public]

// UStereoLayerFunctionLibrary (/Script/Engine.StereoLayerFunctionLibrary)
    void ShowSplashScreen(); // 0x36587f0 [Final Native Static Public]
    void SetSplashScreen(UTexture* Texture, const FVector2D& Scale, const FVector& Offset, bool bShowLoadingMovie, bool bShowOnSet); // 0x4767c90 [Final Native Static Public]
    void HideSplashScreen(); // 0x36587a0 [Final Native Static Public]
    void EnableAutoLoadingSplashScreen(bool InAutoShowEnabled); // 0x4767bc0 [Final Native Static Public]

// USubsystemBlueprintLibrary (/Script/Engine.SubsystemBlueprintLibrary)
    UWorldSubsystem* GetWorldSubsystem(UObject* ContextObject, TSubclassOf<UWorldSubsystem> Class); // 0x4769880 [Final Native Static Public]
    ULocalPlayerSubsystem* GetLocalPlayerSubSystemFromPlayerController(APlayerController* PlayerController, TSubclassOf<ULocalPlayerSubsystem> Class); // 0x4769690 [Final Native Static Public]
    ULocalPlayerSubsystem* GetLocalPlayerSubsystem(UObject* ContextObject, TSubclassOf<ULocalPlayerSubsystem> Class); // 0x4769a50 [Final Native Static Public]
    UGameInstanceSubsystem* GetGameInstanceSubsystem(UObject* ContextObject, TSubclassOf<UGameInstanceSubsystem> Class); // 0x4769c90 [Final Native Static Public]
    UEngineSubsystem* GetEngineSubsystem(TSubclassOf<UEngineSubsystem> Class); // 0x4769e60 [Final Native Static Public]

// UTextRenderComponent (/Script/Engine.TextRenderComponent)
    void SetYScale(float Value); // 0x476ad00 [Final Native Public]
    void SetXScale(float Value); // 0x476ade0 [Final Native Public]
    void SetWorldSize(float Value); // 0x476aa60 [Final Native Public]
    void SetVertSpacingAdjust(float Value); // 0x476ab40 [Final Native Public]
    void SetVerticalAlignment(uint8 Value); // 0x476af90 [Final Native Public]
    void SetTextRenderColor(const FColor& Value); // 0x476aec0 [Final Native Public]
    void SetTextMaterial(UMaterialInterface* Material); // 0x476b240 [Final Native Public]
    void SetText(const FString& Value); // 0x476b460 [Final Native Public]
    void SetHorizSpacingAdjust(float Value); // 0x476ac20 [Final Native Public]
    void SetHorizontalAlignment(uint8 Value); // 0x476b060 [Final Native Public]
    void SetFont(UFont* Value); // 0x476b130 [Final Native Public]
    void K2_SetText(FText& Value); // 0x476b320 [Final Native Public]
    FVector GetTextWorldSize(); // 0x476a920 [Final Native Public]
    FVector GetTextLocalSize(); // 0x476a9c0 [Final Native Public]

// UTimelineComponent (/Script/Engine.TimelineComponent)
    void Stop(); // 0x476faf0 [Final Native Public]
    void SetVectorCurve(UCurveVector* NewVectorCurve, const FName& VectorTrackName); // 0x476eed0 [Final Native Public]
    void SetTimelineLengthMode(uint8 NewLengthMode); // 0x476f340 [Final Native Public]
    void SetTimelineLength(float NewLength); // 0x476f410 [Final Native Public]
    void SetPlayRate(float NewRate); // 0x476f690 [Final Native Public]
    void SetPlaybackPosition(float NewPosition, bool bFireEvents, bool bFireUpdate); // 0x476f890 [Final Native Public]
    void SetNewTime(float NewTime); // 0x476f590 [Final Native Public]
    void SetLooping(bool bNewLooping); // 0x476f790 [Final Native Public]
    void SetLinearColorCurve(UCurveLinearColor* NewLinearColorCurve, const FName& LinearColorTrackName); // 0x476ed20 [Final Native Public]
    void SetIgnoreTimeDilation(bool bNewIgnoreTimeDilation); // 0x476f260 [Final Native Public]
    void SetFloatCurve(UCurveFloat* NewFloatCurve, const FName& FloatTrackName); // 0x476f080 [Final Native Public]
    void ReverseFromEnd(); // 0x476fb10 [Final Native Public]
    void Reverse(); // 0x476fb80 [Final Native Public]
    void PlayFromStart(); // 0x476fbc0 [Final Native Public]
    void Play(); // 0x476fc20 [Final Native Public]
    void OnRep_Timeline(); // 0x476ece0 [Final Native Public]
    bool IsReversing(); // 0x476fa90 [Final Native Public]
    bool IsPlaying(); // 0x476fac0 [Final Native Public]
    bool IsLooping(); // 0x476f760 [Final Native Public]
    float GetTimelineLength(); // 0x476f520 [Final Native Public]
    float GetPlayRate(); // 0x3d56240 [Final Native Public]
    float GetPlaybackPosition(); // 0x476f870 [Final Native Public]
    bool GetIgnoreTimeDilation(); // 0x476f230 [Final Native Public]

// UTwitterIntegrationBase (/Script/Engine.TwitterIntegrationBase)
    bool TwitterRequest(const FString& URL, const TArray<uint8>& ParamKeysAndValues, uint8 RequestMethod, int32 AccountIndex); // 0x4771ea0 [Native Public]
    bool ShowTweetUI(const FString& InitialMessage, const FString& URL, const FString& Picture); // 0x47722c0 [Native Public]
    void Init(); // 0x15e0ff0 [Native Public]
    int32 GetNumAccounts(); // 0x4772290 [Native Public]
    FString GetAccountName(int32 AccountIndex); // 0x4772160 [Native Public]
    bool CanShowTweetUI(); // 0x3611720 [Native Public]
    bool AuthorizeAccounts(); // 0x3636630 [Native Public]

// UVectorFieldComponent (/Script/Engine.VectorFieldComponent)
    void SetIntensity(float NewIntensity); // 0x4773000 [Native Public]

// UViewportStatsSubsystem (/Script/Engine.ViewportStatsSubsystem)
    void RemoveDisplayDelegate(int32 IndexToRemove); // 0x4773390 [Final Native Public]
    void AddTimedDisplay(const FText& Text, const FLinearColor& Color, float Duration); // 0x47736f0 [Final Native Public]
    int32 AddDisplayDelegate(const FScriptDelegate& Delegate); // 0x4773560 [Final Native Public]

// UVisualLoggerKismetLibrary (/Script/Engine.VisualLoggerKismetLibrary)
    void RedirectVislog(UObject* SourceOwner, UObject* DestinationOwner); // 0x22a0690 [Final Native Static Public]
    void LogText(UObject* WorldContextObject, const FString& Text, const FName& LogCategory, bool bAddToMessageLog); // 0x4775120 [Final Native Static Public]
    void LogSegment(UObject* WorldContextObject, const FVector& SegmentStart, const FVector& SegmentEnd, const FString& Text, const FLinearColor& ObjectColor, float Thickness, const FName& CategoryName, bool bAddToMessageLog); // 0x4774400 [Final Native Static Public]
    void LogLocation(UObject* WorldContextObject, const FVector& Location, const FString& Text, const FLinearColor& ObjectColor, float Radius, const FName& LogCategory, bool bAddToMessageLog); // 0x4774cc0 [Final Native Static Public]
    void LogBox(UObject* WorldContextObject, const FBox& BoxShape, const FString& Text, const FLinearColor& ObjectColor, const FName& LogCategory, bool bAddToMessageLog); // 0x47748e0 [Final Native Static Public]
    void EnableRecording(bool bEnabled); // 0x2285b30 [Final Native Static Public]

// UVOIPTalker (/Script/Engine.VOIPTalker)
    void RegisterWithPlayerState(APlayerState* OwningState); // 0x4776990 [Final Native Public]
    float GetVoiceLevel(); // 0x363e160 [Final Native Public]
    UVOIPTalker* CreateTalkerForPlayer(APlayerState* OwningState); // 0x4776a70 [Final Native Static Public]
    void BPOnTalkingEnd(); // 0xf9c820 [Native Event Protected]
    void BPOnTalkingBegin(UAudioComponent* AudioComponent); // 0x47768b0 [Native Event Protected]

// UVOIPStatics (/Script/Engine.VOIPStatics)
    void SetMicThreshold(float InThreshold); // 0x4776d10 [Final Native Static Public]

// UVolumetricCloudComponent (/Script/Engine.VolumetricCloudComponent)
    void SetViewSampleCountScale(float NewValue); // 0x4777460 [Final Native Public]
    void SetTracingStartMaxDistance(float NewValue); // 0x47778a0 [Final Native Public]
    void SetTracingMaxDistance(float NewValue); // 0x4744870 [Final Native Public]
    void SetStopTracingTransmittanceThreshold(float NewValue); // 0x4777130 [Final Native Public]
    void SetSkyLightCloudBottomOcclusion(float NewValue); // 0x4777570 [Final Native Public]
    void SetShadowViewSampleCountScale(float NewValue); // 0x4744250 [Final Native Public]
    void SetShadowTracingDistance(float NewValue); // 0x4777240 [Final Native Public]
    void SetShadowReflectionSampleCountScale(float NewValue); // 0x4777350 [Final Native Public]
    void SetReflectionSampleCountScale(float NewValue); // 0x4744360 [Final Native Public]
    void SetPlanetRadius(float NewValue); // 0x4744760 [Final Native Public]
    void SetMaterial(UMaterialInterface* NewValue); // 0x4777020 [Final Native Public]
    void SetLayerHeight(float NewValue); // 0x47779b0 [Final Native Public]
    void SetLayerBottomAltitude(float NewValue); // 0x4777ac0 [Final Native Public]
    void SetGroundAlbedo(const FColor& NewValue); // 0x47777a0 [Final Native Public]
    void SetbUsePerSampleAtmosphericLightTransmittance(bool NewValue); // 0x4777680 [Final Native Public]

// UWindDirectionalSourceComponent (/Script/Engine.WindDirectionalSourceComponent)
    void SetWindType(const EWindSourceType& InNewType); // 0x47781f0 [Final Native Public]
    void SetStrength(float InNewStrength); // 0x47786b0 [Final Native Public]
    void SetSpeed(float InNewSpeed); // 0x47785c0 [Final Native Public]
    void SetRadius(float InNewRadius); // 0x47782f0 [Final Native Public]
    void SetMinimumGustAmount(float InNewMinGust); // 0x47784d0 [Final Native Public]
    void SetMaximumGustAmount(float InNewMaxGust); // 0x47783e0 [Final Native Public]

// UGameMapsSettings (/Script/EngineSettings.GameMapsSettings)
    void SetSkipAssigningGamepadToPlayer1(bool bSkipFirstPlayer); // 0x30d0020 [Final Native Public]
    bool GetSkipAssigningGamepadToPlayer1(); // 0x23b6f00 [Final Native Public]
    UGameMapsSettings* GetGameMapsSettings(); // 0x30d00f0 [Final Native Static Public]

// UEnhancedInputComponent (/Script/EnhancedInput.EnhancedInputComponent)
    FInputActionValue GetBoundActionValue(UInputAction* Action); // 0x16be5d0 [Final Native Public]

// UEnhancedInputLibrary (/Script/EnhancedInput.EnhancedInputLibrary)
    void RequestRebuildControlMappingsUsingContext(UInputMappingContext* Context, bool bForceImmediately); // 0x16bf4a0 [Final Native Static Public]
    FInputActionValue MakeInputActionValue(float X, float Y, float Z, FInputActionValue& MatchValueType); // 0x16bef00 [Final Native Static Public]
    FInputActionValue GetBoundActionValue(AActor* Actor, UInputAction* Action); // 0x16bece0 [Final Native Static Public]
    bool Conv_InputActionValueToBool(const FInputActionValue& InValue); // 0x16bebb0 [Final Native Static Public]
    FVector Conv_InputActionValueToAxis3D(const FInputActionValue& ActionValue); // 0x16be8a0 [Final Native Static Public]
    FVector2D Conv_InputActionValueToAxis2D(const FInputActionValue& InValue); // 0x16be9a0 [Final Native Static Public]
    float Conv_InputActionValueToAxis1D(const FInputActionValue& InValue); // 0x16beab0 [Final Native Static Public]
    void BreakInputActionValue(const FInputActionValue& InActionValue, const float& X, const float& Y, const float& Z); // 0x16bf1f0 [Final Native Static Public]

// IEnhancedInputSubsystemInterface (/Script/EnhancedInput.EnhancedInputSubsystemInterface)
    void RequestRebuildControlMappings(bool bForceImmediately); // 0x16c01a0 [Native Public]
    void RemoveMappingContext(UInputMappingContext* MappingContext); // 0x16c0280 [Native Public]
    EMappingQueryResult QueryMapKeyInContextSet(const TArray<UInputMappingContext*>& PrioritizedActiveContexts, UInputMappingContext* InputContext, UInputAction* Action, const FKey& Key, const TArray<EMappingQueryIssue>& OutIssues, const EMappingQueryIssue& BlockingIssues); // 0x16bfa40 [Native Public]
    EMappingQueryResult QueryMapKeyInActiveContextSet(UInputMappingContext* InputContext, UInputAction* Action, const FKey& Key, const TArray<EMappingQueryIssue>& OutIssues, const EMappingQueryIssue& BlockingIssues); // 0x16bfe50 [Native Public]
    TArray<void> QueryKeysMappedToAction(UInputAction* Action); // 0x16bf800 [Native Public]
    bool HasMappingContext(UInputMappingContext* MappingContext); // 0x16bf950 [Native Public]
    void ClearAllMappings(); // 0x16c04c0 [Native Public]
    void AddMappingContext(UInputMappingContext* MappingContext, int32 Priority); // 0x16c0360 [Native Public]

// UInputMappingContext (/Script/EnhancedInput.InputMappingContext)
    void UnmapKey(UInputAction* Action, const FKey& Key); // 0x16c1060 [Final Native Public]
    void UnmapAll(); // 0x16c0e60 [Final Native Public]
    void UnmapAction(UInputAction* Action); // 0x16c0ed0 [Final Native Public]
    FEnhancedActionKeyMapping MapKey(UInputAction* Action, const FKey& ToKey); // 0x16c12c0 [Final Native Public]

// UInputModifier (/Script/EnhancedInput.InputModifier)
    FInputActionValue ModifyRaw(UEnhancedPlayerInput* PlayerInput, const FInputActionValue& CurrentValue, float DeltaTime); // 0x16c2000 [Native Event Public]
    FLinearColor GetVisualizationColor(const FInputActionValue& SampleValue, const FInputActionValue& FinalValue); // 0x16c1de0 [Native Event Public]
    EModifierExecutionPhase GetExecutionPhase(); // 0x16c1fd0 [Native Event Public]

// UInputTrigger (/Script/EnhancedInput.InputTrigger)
    ETriggerState UpdateState(UEnhancedPlayerInput* PlayerInput, const FInputActionValue& ModifiedValue, float DeltaTime); // 0x16c2820 [Native Event Public]
    bool IsActuated(FInputActionValue& ForValue); // 0x16c2a80 [Final Native Public]
    ETriggerType GetTriggerType(); // 0x16365d0 [Native Event Public]

// UEyeTrackerFunctionLibrary (/Script/EyeTracker.EyeTrackerFunctionLibrary)
    void SetEyeTrackedPlayer(APlayerController* PlayerController); // 0x2aa0480 [Final Native Static Public]
    bool IsStereoGazeDataAvailable(); // 0x2aa07d0 [Final Native Static Public]
    bool IsEyeTrackerConnected(); // 0x2aa0820 [Final Native Static Public]
    bool GetStereoGazeData(FEyeTrackerStereoGazeData& OutGazeData); // 0x2aa0560 [Final Native Static Public]
    bool GetGazeData(FEyeTrackerGazeData& OutGazeData); // 0x2aa06a0 [Final Native Static Public]

// UFieldSystemComponent (/Script/FieldSystemEngine.FieldSystemComponent)
    void ResetFieldSystem(); // 0x49b7380 [Final Native Public]
    void RemovePersistentFields(); // 0x49b7670 [Final Native Public]
    void ApplyUniformVectorFalloffForce(bool Enabled, const FVector& Position, const FVector& Direction, float Radius, float Magnitude); // 0x49b8000 [Final Native Public]
    void ApplyStrainField(bool Enabled, const FVector& Position, float Radius, float Magnitude, int32 Iterations); // 0x49b7bb0 [Final Native Public]
    void ApplyStayDynamicField(bool Enabled, const FVector& Position, float Radius); // 0x49b8910 [Final Native Public]
    void ApplyRadialVectorFalloffForce(bool Enabled, const FVector& Position, float Radius, float Magnitude); // 0x49b8320 [Final Native Public]
    void ApplyRadialForce(bool Enabled, const FVector& Position, float Magnitude); // 0x49b85e0 [Final Native Public]
    void ApplyPhysicsField(bool Enabled, uint8 Target, UFieldSystemMetaData* MetaData, UFieldNodeBase* Field); // 0x49b7920 [Final Native Public]
    void ApplyLinearForce(bool Enabled, const FVector& Direction, float Magnitude); // 0x49b8c50 [Final Native Public]
    void AddPersistentField(bool Enabled, uint8 Target, UFieldSystemMetaData* MetaData, UFieldNodeBase* Field); // 0x49b7690 [Final Native Public]
    void AddFieldCommand(bool Enabled, uint8 Target, UFieldSystemMetaData* MetaData, UFieldNodeBase* Field); // 0x49b73e0 [Final Native Public]

// UFieldSystemMetaDataIteration (/Script/FieldSystemEngine.FieldSystemMetaDataIteration)
    UFieldSystemMetaDataIteration* SetMetaDataIteration(int32 Iterations); // 0x49b9350 [Final Native Public]

// UFieldSystemMetaDataProcessingResolution (/Script/FieldSystemEngine.FieldSystemMetaDataProcessingResolution)
    UFieldSystemMetaDataProcessingResolution* SetMetaDataaProcessingResolutionType(uint8 ResolutionType); // 0x49b94e0 [Final Native Public]

// UFieldSystemMetaDataFilter (/Script/FieldSystemEngine.FieldSystemMetaDataFilter)
    UFieldSystemMetaDataFilter* SetMetaDataFilterType(uint8 FilterType); // 0x49b94e0 [Final Native Public]

// UUniformInteger (/Script/FieldSystemEngine.UniformInteger)
    UUniformInteger* SetUniformInteger(int32 Magnitude); // 0x49b9350 [Final Native Public]

// URadialIntMask (/Script/FieldSystemEngine.RadialIntMask)
    URadialIntMask* SetRadialIntMask(float Radius, const FVector& Position, int32 InteriorValue, int32 ExteriorValue, uint8 SetMaskConditionIn); // 0x49b9890 [Final Native Public]

// UUniformScalar (/Script/FieldSystemEngine.UniformScalar)
    UUniformScalar* SetUniformScalar(float Magnitude); // 0x49b9c50 [Final Native Public]

// UWaveScalar (/Script/FieldSystemEngine.WaveScalar)
    UWaveScalar* SetWaveScalar(float Magnitude, const FVector& Position, float WaveLength, float Period, float Time, uint8 Function, uint8 Falloff); // 0x49b9de0 [Final Native Public]

// URadialFalloff (/Script/FieldSystemEngine.RadialFalloff)
    URadialFalloff* SetRadialFalloff(float Magnitude, float MinRange, float MaxRange, float Default, float Radius, const FVector& Position, uint8 Falloff); // 0x49ba2b0 [Final Native Public]

// UPlaneFalloff (/Script/FieldSystemEngine.PlaneFalloff)
    UPlaneFalloff* SetPlaneFalloff(float Magnitude, float MinRange, float MaxRange, float Default, float Distance, const FVector& Position, const FVector& Normal, uint8 Falloff); // 0x49ba790 [Final Native Public]

// UBoxFalloff (/Script/FieldSystemEngine.BoxFalloff)
    UBoxFalloff* SetBoxFalloff(float Magnitude, float MinRange, float MaxRange, float Default, const FTransform& Transform, uint8 Falloff); // 0x49bad10 [Final Native Public]

// UNoiseField (/Script/FieldSystemEngine.NoiseField)
    UNoiseField* SetNoiseField(float MinRange, float MaxRange, const FTransform& Transform); // 0x49bb1b0 [Final Native Public]

// UUniformVector (/Script/FieldSystemEngine.UniformVector)
    UUniformVector* SetUniformVector(float Magnitude, const FVector& Direction); // 0x49bb4b0 [Final Native Public]

// URadialVector (/Script/FieldSystemEngine.RadialVector)
    URadialVector* SetRadialVector(float Magnitude, const FVector& Position); // 0x49bb4b0 [Final Native Public]

// URandomVector (/Script/FieldSystemEngine.RandomVector)
    URandomVector* SetRandomVector(float Magnitude); // 0x49b9c50 [Final Native Public]

// UOperatorField (/Script/FieldSystemEngine.OperatorField)
    UOperatorField* SetOperatorField(float Magnitude, UFieldNodeBase* LeftField, UFieldNodeBase* RightField, uint8 Operation); // 0x49bb810 [Final Native Public]

// UToIntegerField (/Script/FieldSystemEngine.ToIntegerField)
    UToIntegerField* SetToIntegerField(UFieldNodeFloat* FloatField); // 0x49bbb40 [Final Native Public]

// UToFloatField (/Script/FieldSystemEngine.ToFloatField)
    UToFloatField* SetToFloatField(UFieldNodeInt* IntegerField); // 0x49bbb40 [Final Native Public]

// UCullingField (/Script/FieldSystemEngine.CullingField)
    UCullingField* SetCullingField(UFieldNodeBase* Culling, UFieldNodeBase* Field, uint8 Operation); // 0x49bbd70 [Final Native Public]

// UReturnResultsTerminal (/Script/FieldSystemEngine.ReturnResultsTerminal)
    UReturnResultsTerminal* SetReturnResultsTerminal(); // 0x49bc000 [Final Native Public]

// UFoliageStatistics (/Script/Foliage.FoliageStatistics)
    int32 FoliageOverlappingSphereCount(UObject* WorldContextObject, UStaticMesh* StaticMesh, const FVector& CenterPosition, float Radius); // 0x389ca70 [Final Native Static Public]
    int32 FoliageOverlappingBoxCount(UObject* WorldContextObject, UStaticMesh* StaticMesh, const FBox& Box); // 0x389c860 [Final Native Static Public]

// AInteractiveFoliageActor (/Script/Foliage.InteractiveFoliageActor)
    void CapsuleTouched(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult& OverlapInfo); // 0x389d7e0 [Final Native Protected]

// UProceduralFoliageSpawner (/Script/Foliage.ProceduralFoliageSpawner)
    void Simulate(int32 NumSteps); // 0x389e2b0 [Final Native Public]

// UAbilityAsync (/Script/GameplayAbilities.AbilityAsync)
    void EndAction(); // 0xf674d0 [Native Public]

// UAbilityAsync_WaitGameplayEffectApplied (/Script/GameplayAbilities.AbilityAsync_WaitGameplayEffectApplied)
    UAbilityAsync_WaitGameplayEffectApplied* WaitGameplayEffectAppliedToActor(AActor* TargetActor, const FGameplayTargetDataFilterHandle& SourceFilter, const FGameplayTagRequirements& SourceTagRequirements, const FGameplayTagRequirements& TargetTagRequirements, bool TriggerOnce, bool ListenForPeriodicEffect); // 0xf676d0 [Final Native Static Public]
    void OnAppliedDelegate__DelegateSignature(AActor* Source, const FGameplayEffectSpecHandle& SpecHandle, const FActiveGameplayEffectHandle& ActiveHandle); // 0x274f500 [Public]

// UAbilityAsync_WaitGameplayEvent (/Script/GameplayAbilities.AbilityAsync_WaitGameplayEvent)
    UAbilityAsync_WaitGameplayEvent* WaitGameplayEventToActor(AActor* TargetActor, const FGameplayTag& EventTag, bool OnlyTriggerOnce, bool OnlyMatchExact); // 0xf67f20 [Final Native Static Public]
    void EventReceivedDelegate__DelegateSignature(const FGameplayEventData& Payload); // 0x274f500 [Public]

// UAbilityAsync_WaitGameplayTagAdded (/Script/GameplayAbilities.AbilityAsync_WaitGameplayTagAdded)
    UAbilityAsync_WaitGameplayTagAdded* WaitGameplayTagAddToActor(AActor* TargetActor, const FGameplayTag& Tag, bool OnlyTriggerOnce); // 0xf68480 [Final Native Static Public]

// UAbilityAsync_WaitGameplayTagRemoved (/Script/GameplayAbilities.AbilityAsync_WaitGameplayTagRemoved)
    UAbilityAsync_WaitGameplayTagRemoved* WaitGameplayTagRemoveFromActor(AActor* TargetActor, const FGameplayTag& Tag, bool OnlyTriggerOnce); // 0xf68760 [Final Native Static Public]

// UAbilitySystemBlueprintLibrary (/Script/GameplayAbilities.AbilitySystemBlueprintLibrary)
    bool TargetDataHasOrigin(FGameplayAbilityTargetDataHandle& TargetData, int32 Index); // 0xf71190 [Final Native Static Public]
    bool TargetDataHasHitResult(FGameplayAbilityTargetDataHandle& HitResult, int32 Index); // 0xf716e0 [Final Native Static Public]
    bool TargetDataHasEndPoint(FGameplayAbilityTargetDataHandle& TargetData, int32 Index); // 0xf70d20 [Final Native Static Public]
    bool TargetDataHasActor(FGameplayAbilityTargetDataHandle& TargetData, int32 Index); // 0xf71910 [Final Native Static Public]
    FGameplayEffectSpecHandle SetStackCountToMax(const FGameplayEffectSpecHandle& SpecHandle); // 0xf69ac0 [Final Native Static Public]
    FGameplayEffectSpecHandle SetStackCount(const FGameplayEffectSpecHandle& SpecHandle, int32 StackCount); // 0xf69c30 [Final Native Static Public]
    FGameplayEffectSpecHandle SetDuration(const FGameplayEffectSpecHandle& SpecHandle, float Duration); // 0xf6adb0 [Final Native Static Public]
    void SendGameplayEventToActor(AActor* Actor, const FGameplayTag& EventTag, const FGameplayEventData& Payload); // 0xf75d70 [Final Native Static Public]
    bool NotEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB); // 0xf73e10 [Final Native Static Public]
    FGameplayEffectSpecHandle MakeSpecHandle(UGameplayEffect* InGameplayEffect, AActor* InInstigator, AActor* InEffectCauser, float InLevel); // 0xf72900 [Final Native Static Public]
    FGameplayCueParameters MakeGameplayCueParameters(float NormalizedMagnitude, float RawMagnitude, const FGameplayEffectContextHandle& EffectContext, const FGameplayTag& MatchedTagName, const FGameplayTag& OriginalTag, const FGameplayTagContainer& AggregatedSourceTags, const FGameplayTagContainer& AggregatedTargetTags, const FVector& Location, const FVector& Normal, AActor* Instigator, AActor* EffectCauser, UObject* SourceObject, UPhysicalMaterial* PhysicalMaterial, int32 GameplayEffectLevel, int32 AbilityLevel, USceneComponent* TargetAttachComponent, bool bReplicateLocationWhenUsingMinimalRepProxy); // 0xf6c320 [Final Native Static Public]
    FGameplayTargetDataFilterHandle MakeFilterHandle(const FGameplayTargetDataFilter& Filter, AActor* FilterActor); // 0xf72be0 [Final Native Static Public]
    bool IsValid(const FGameplayAttribute& Attribute); // 0xf75c10 [Final Native Static Public]
    bool IsInstigatorLocallyControlledPlayer(const FGameplayCueParameters& Parameters); // 0xf6f0a0 [Final Native Static Public]
    bool IsInstigatorLocallyControlled(const FGameplayCueParameters& Parameters); // 0xf6f2c0 [Final Native Static Public]
    bool HasHitResult(const FGameplayCueParameters& Parameters); // 0xf6e7d0 [Final Native Static Public]
    FTransform GetTargetDataOrigin(FGameplayAbilityTargetDataHandle& TargetData, int32 Index); // 0xf70f60 [Final Native Static Public]
    FTransform GetTargetDataEndPointTransform(FGameplayAbilityTargetDataHandle& TargetData, int32 Index); // 0xf70840 [Final Native Static Public]
    FVector GetTargetDataEndPoint(FGameplayAbilityTargetDataHandle& TargetData, int32 Index); // 0xf70ab0 [Final Native Static Public]
    FVector GetOrigin(const FGameplayCueParameters& Parameters); // 0xf6df60 [Final Native Static Public]
    float GetModifiedAttributeMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayAttribute& Attribute); // 0xf693b0 [Final Native Static Public]
    FTransform GetInstigatorTransform(const FGameplayCueParameters& Parameters); // 0xf6e140 [Final Native Static Public]
    AActor* GetInstigatorActor(const FGameplayCueParameters& Parameters); // 0xf6e370 [Final Native Static Public]
    FHitResult GetHitResultFromTargetData(FGameplayAbilityTargetDataHandle& HitResult, int32 Index); // 0xf713d0 [Final Native Static Public]
    FHitResult GetHitResult(const FGameplayCueParameters& Parameters); // 0xf6e960 [Final Native Static Public]
    bool GetGameplayCueEndLocationAndNormal(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Location, const FVector& Normal); // 0xf6da70 [Final Native Static Public]
    bool GetGameplayCueDirection(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Direction); // 0xf6d7f0 [Final Native Static Public]
    float GetFloatAttributeFromAbilitySystemComponent(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute); // 0xf756d0 [Final Native Static Public]
    float GetFloatAttributeBaseFromAbilitySystemComponent(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute); // 0xf75110 [Final Native Static Public]
    float GetFloatAttributeBase(AActor* Actor, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute); // 0xf753a0 [Final Native Static Public]
    float GetFloatAttribute(AActor* Actor, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute); // 0xf75970 [Final Native Static Public]
    FGameplayEffectContextHandle GetEffectContext(const FGameplayEffectSpecHandle& SpecHandle); // 0xf69920 [Final Native Static Public]
    int32 GetDataCountFromTargetData(FGameplayAbilityTargetDataHandle& TargetData); // 0xf73410 [Final Native Static Public]
    TArray<void> GetAllLinkedGameplayEffectSpecHandles(const FGameplayEffectSpecHandle& SpecHandle); // 0xf69710 [Final Native Static Public]
    TArray<void> GetAllActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData); // 0xf71e50 [Final Native Static Public]
    TArray<void> GetActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData, int32 Index); // 0xf721b0 [Final Native Static Public]
    int32 GetActorCount(const FGameplayCueParameters& Parameters); // 0xf6eed0 [Final Native Static Public]
    AActor* GetActorByIndex(const FGameplayCueParameters& Parameters, int32 Index); // 0xf6ec00 [Final Native Static Public]
    float GetActiveGameplayEffectTotalDuration(const FActiveGameplayEffectHandle& ActiveHandle); // 0xf68e40 [Final Native Static Public]
    float GetActiveGameplayEffectStartTime(const FActiveGameplayEffectHandle& ActiveHandle); // 0xf69080 [Final Native Static Public]
    int32 GetActiveGameplayEffectStackLimitCount(const FActiveGameplayEffectHandle& ActiveHandle); // 0xf69190 [Final Native Static Public]
    int32 GetActiveGameplayEffectStackCount(const FActiveGameplayEffectHandle& ActiveHandle); // 0xf692a0 [Final Native Static Public]
    float GetActiveGameplayEffectRemainingDuration(UObject* WorldContextObject, const FActiveGameplayEffectHandle& ActiveHandle); // 0xf68c60 [Final Native Static Public]
    float GetActiveGameplayEffectExpectedEndTime(const FActiveGameplayEffectHandle& ActiveHandle); // 0xf68f50 [Final Native Static Public]
    FString GetActiveGameplayEffectDebugString(const FActiveGameplayEffectHandle& ActiveHandle); // 0xf68af0 [Final Native Static Public]
    UAbilitySystemComponent* GetAbilitySystemComponent(AActor* Actor); // 0xf761d0 [Final Native Static Public]
    void ForwardGameplayCueToTarget(const TScriptInterface<IGameplayCueInterface>& TargetCueInterface, uint8 EventType, const FGameplayCueParameters& Parameters); // 0xf6e510 [Final Native Static Public]
    FGameplayAbilityTargetDataHandle FilterTargetData(FGameplayAbilityTargetDataHandle& TargetDataHandle, const FGameplayTargetDataFilterHandle& ActorFilterClass); // 0xf72eb0 [Final Native Static Public]
    float EvaluateAttributeValueWithTagsAndBase(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, FGameplayTagContainer& SourceTags, FGameplayTagContainer& TargetTags, float BaseValue, const bool& bSuccess); // 0xf74350 [Final Native Static Public]
    float EvaluateAttributeValueWithTags(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, FGameplayTagContainer& SourceTags, FGameplayTagContainer& TargetTags, const bool& bSuccess); // 0xf74a70 [Final Native Static Public]
    bool EqualEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB); // 0xf740b0 [Final Native Static Public]
    void EffectContextSetOrigin(const FGameplayEffectContextHandle& EffectContext, const FVector& Origin); // 0xf6fad0 [Final Native Static Public]
    bool EffectContextIsValid(const FGameplayEffectContextHandle& EffectContext); // 0xf706d0 [Final Native Static Public]
    bool EffectContextIsInstigatorLocallyControlled(const FGameplayEffectContextHandle& EffectContext); // 0xf70550 [Final Native Static Public]
    bool EffectContextHasHitResult(const FGameplayEffectContextHandle& EffectContext); // 0xf70170 [Final Native Static Public]
    UObject* EffectContextGetSourceObject(const FGameplayEffectContextHandle& EffectContext); // 0xf6f4d0 [Final Native Static Public]
    AActor* EffectContextGetOriginalInstigatorActor(const FGameplayEffectContextHandle& EffectContext); // 0xf6f7d0 [Final Native Static Public]
    FVector EffectContextGetOrigin(const FGameplayEffectContextHandle& EffectContext); // 0xf6fcc0 [Final Native Static Public]
    AActor* EffectContextGetInstigatorActor(const FGameplayEffectContextHandle& EffectContext); // 0xf6f950 [Final Native Static Public]
    FHitResult EffectContextGetHitResult(const FGameplayEffectContextHandle& EffectContext); // 0xf702f0 [Final Native Static Public]
    AActor* EffectContextGetEffectCauser(const FGameplayEffectContextHandle& EffectContext); // 0xf6f650 [Final Native Static Public]
    void EffectContextAddHitResult(const FGameplayEffectContextHandle& EffectContext, const FHitResult& HitResult, bool bReset); // 0xf6fe60 [Final Native Static Public]
    bool DoesTargetDataContainActor(FGameplayAbilityTargetDataHandle& TargetData, int32 Index, AActor* Actor); // 0xf71b50 [Final Native Static Public]
    bool DoesGameplayCueMeetTagRequirements(const FGameplayCueParameters& Parameters, FGameplayTagRequirements& SourceTagReqs, FGameplayTagRequirements& TargetTagReqs); // 0xf6d460 [Final Native Static Public]
    FGameplayEffectSpecHandle CloneSpecHandle(AActor* InNewInstigator, AActor* InEffectCauser, const FGameplayEffectSpecHandle& GameplayEffectSpecHandle_Clone); // 0xf72540 [Final Native Static Public]
    void BreakGameplayCueParameters(FGameplayCueParameters& Parameters, const float& NormalizedMagnitude, const float& RawMagnitude, FGameplayEffectContextHandle& EffectContext, FGameplayTag& MatchedTagName, FGameplayTag& OriginalTag, FGameplayTagContainer& AggregatedSourceTags, FGameplayTagContainer& AggregatedTargetTags, const FVector& Location, const FVector& Normal, const AActor*& Instigator, const AActor*& EffectCauser, const UObject*& SourceObject, const UPhysicalMaterial*& PhysicalMaterial, const int32& GameplayEffectLevel, const int32& AbilityLevel, const USceneComponent*& TargetAttachComponent, const bool& bReplicateLocationWhenUsingMinimalRepProxy); // 0xf6b630 [Final Native Static Public]
    FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& DataTag, float Magnitude); // 0xf6aff0 [Final Native Static Public]
    FGameplayEffectSpecHandle AssignSetByCallerMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FName& DataName, float Magnitude); // 0xf6b280 [Final Native Static Public]
    FGameplayAbilityTargetDataHandle AppendTargetDataHandle(const FGameplayAbilityTargetDataHandle& TargetHandle, FGameplayAbilityTargetDataHandle& HandleToAdd); // 0xf73b30 [Final Native Static Public]
    FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayEffectSpecHandle& LinkedGameplayEffectSpec); // 0xf6a1d0 [Final Native Static Public]
    FGameplayEffectSpecHandle AddLinkedGameplayEffect(const FGameplayEffectSpecHandle& SpecHandle, TSubclassOf<UGameplayEffect> LinkedGameplayEffect); // 0xf69e30 [Final Native Static Public]
    FGameplayEffectSpecHandle AddGrantedTags(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTagContainer& NewGameplayTags); // 0xf6a920 [Final Native Static Public]
    FGameplayEffectSpecHandle AddGrantedTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag); // 0xf6aba0 [Final Native Static Public]
    FGameplayEffectSpecHandle AddAssetTags(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTagContainer& NewGameplayTags); // 0xf6a490 [Final Native Static Public]
    FGameplayEffectSpecHandle AddAssetTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag); // 0xf6a710 [Final Native Static Public]
    FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations(FGameplayAbilityTargetingLocationInfo& SourceLocation, FGameplayAbilityTargetingLocationInfo& TargetLocation); // 0xf738e0 [Final Native Static Public]
    FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult(FHitResult& HitResult); // 0xf73590 [Final Native Static Public]
    FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray(const TArray<bool>& ActorArray, bool OneTargetPerHandle); // 0xf73130 [Final Native Static Public]
    FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor(AActor* Actor); // 0xf73300 [Final Native Static Public]

// UAbilitySystemComponent (/Script/GameplayAbilities.AbilitySystemComponent)
    bool TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation); // 0xf7abf0 [Final Native Public]
    bool TryActivateAbilitiesByTag(FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation); // 0xf7adc0 [Final Native Public]
    void TargetConfirm(); // 0xf7a540 [Native Public]
    void TargetCancel(); // 0xf7a520 [Native Public]
    void SetUserAbilityActivationInhibited(bool NewInhibit); // 0xf7a560 [Native Public]
    void SetActiveGameplayEffectLevelUsingQuery(const FGameplayEffectQuery& Query, int32 NewLevel); // 0xf7e330 [Native Public]
    void SetActiveGameplayEffectLevel(const FActiveGameplayEffectHandle& ActiveHandle, int32 NewLevel); // 0xf7e4d0 [Native Public]
    void ServerTryActivateAbilityWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData); // 0xf78ca0 [Native Event Protected]
    void ServerTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey); // 0xf79120 [Native Event Protected]
    void ServerSetReplicatedTargetDataCancelled(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey); // 0xf79590 [Native Event Public]
    void ServerSetReplicatedTargetData(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, const FGameplayTag& ApplicationTag, const FPredictionKey& CurrentPredictionKey); // 0xf797e0 [Native Event Public]
    void ServerSetReplicatedEventWithPayload(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey, const FVector_NetQuantize100& VectorPayload); // 0xf79df0 [Native Event Public]
    void ServerSetReplicatedEvent(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey); // 0xf7a190 [Native Event Public]
    void ServerSetInputReleased(const FGameplayAbilitySpecHandle& AbilityHandle); // 0xf79390 [Native Event Public]
    void ServerSetInputPressed(const FGameplayAbilitySpecHandle& AbilityHandle); // 0xf79490 [Native Event Public]
    void ServerPrintDebug_RequestWithStrings(const TArray<void>& Strings); // 0xf7aa50 [Native Event Public]
    void ServerPrintDebug_Request(); // 0xf7ab90 [Native Event Public]
    void ServerEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo, const FPredictionKey& PredictionKey); // 0xf78960 [Native Event Protected]
    void ServerCurrentMontageSetPlayRate(UAnimMontage* ClientAnimMontage, float InPlayRate); // 0xf777b0 [Native Event Protected]
    void ServerCurrentMontageSetNextSectionName(UAnimMontage* ClientAnimMontage, float ClientPosition, const FName& SectionName, const FName& NextSectionName); // 0xf77ae0 [Native Event Protected]
    void ServerCurrentMontageJumpToSectionName(UAnimMontage* ClientAnimMontage, const FName& SectionName); // 0xf77950 [Native Event Protected]
    void ServerCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo); // 0xf785f0 [Native Event Protected]
    void ServerAbilityRPCBatch(const FServerAbilityRPCBatch& BatchInfo); // 0xf7a660 [Native Event Public]
    void RemoveActiveGameplayEffectBySourceEffect(TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove); // 0xf7ec50 [Native Public]
    bool RemoveActiveGameplayEffect(const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove); // 0xf7ee40 [Native Public]
    int32 RemoveActiveEffectsWithTags(const FGameplayTagContainer& Tags); // 0xf7d1a0 [Final Native Public]
    int32 RemoveActiveEffectsWithSourceTags(const FGameplayTagContainer& Tags); // 0xf7ced0 [Final Native Public]
    int32 RemoveActiveEffectsWithGrantedTags(const FGameplayTagContainer& Tags); // 0xf7cc00 [Final Native Public]
    int32 RemoveActiveEffectsWithAppliedTags(const FGameplayTagContainer& Tags); // 0xf7cc00 [Final Native Public]
    void OnRep_ServerDebugString(); // 0xf7a860 [Native Public]
    void OnRep_ReplicatedAnimMontage(); // 0xf77da0 [Native Protected]
    void OnRep_OwningActor(); // 0xf7a480 [Final Native Public]
    void OnRep_ClientDebugString(); // 0xf7a880 [Native Public]
    void OnRep_ActivateAbilities(); // 0xf79370 [Native Protected]
    void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters); // 0xf7bda0 [Native Event Public]
    void NetMulticast_InvokeGameplayCuesExecuted(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext); // 0xf7c340 [Native Event Public]
    void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters); // 0xf7b060 [Native Event Public]
    void NetMulticast_InvokeGameplayCueExecuted_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters); // 0xf7c0a0 [Native Event Public]
    void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey); // 0xf7c870 [Native Event Public]
    void NetMulticast_InvokeGameplayCueExecuted(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext); // 0xf7c610 [Native Event Public]
    void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters); // 0xf7b360 [Native Event Public]
    void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey); // 0xf7b600 [Native Event Public]
    void NetMulticast_InvokeGameplayCueAdded_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& Parameters); // 0xf7b8a0 [Native Event Public]
    void NetMulticast_InvokeGameplayCueAdded(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext); // 0xf7bb40 [Native Event Public]
    FGameplayEffectSpecHandle MakeOutgoingSpec(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& Context); // 0xf7e980 [Native Public]
    FGameplayEffectContextHandle MakeEffectContext(); // 0xf7e900 [Native Public]
    void K2_InitStats(TSubclassOf<UAttributeSet> Attributes, UDataTable* DataTable); // 0xf7f340 [Final Native Public]
    bool IsGameplayCueActive(const FGameplayTag& GameplayCueTag); // 0xf7af70 [Final Native Public]
    bool GetUserAbilityActivationInhibited(); // 0xf7a640 [Final Native Public]
    float GetGameplayEffectMagnitude(const FActiveGameplayEffectHandle& Handle, const FGameplayAttribute& Attribute); // 0xf7e120 [Final Native Public]
    int32 GetGameplayEffectCount(TSubclassOf<UGameplayEffect> SourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck); // 0xf7e640 [Final Native Public]
    TArray<void> GetActiveEffectsWithAllTags(const FGameplayTagContainer& Tags); // 0xf7d470 [Final Native Public]
    TArray<void> GetActiveEffects(FGameplayEffectQuery& Query); // 0xf7d740 [Final Native Public]
    void ClientTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate); // 0xf78bd0 [Native Event Protected]
    void ClientSetReplicatedEvent(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey); // 0xf79bf0 [Native Event Public]
    void ClientPrintDebug_Response(const TArray<int32>& Strings, int32 GameFlags); // 0xf7a8a0 [Native Event Public]
    void ClientEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo); // 0xf787c0 [Native Event Protected]
    void ClientCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo); // 0xf78450 [Native Event Protected]
    void ClientActivateAbilitySucceedWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData); // 0xf77dc0 [Native Event Protected]
    void ClientActivateAbilitySucceed(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey); // 0xf78150 [Native Event Protected]
    void ClientActivateAbilityFailed(const FGameplayAbilitySpecHandle& AbilityToActivate, int16 PredictionKey); // 0xf782e0 [Native Event Protected]
    FActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* Target, float Level, const FGameplayEffectContextHandle& Context); // 0xf7dd30 [Final Native Public]
    FActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext); // 0xf7d890 [Final Native Public]
    FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle& SpecHandle, UAbilitySystemComponent* Target); // 0xf7f120 [Final Native Public]
    FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(FGameplayEffectSpecHandle& SpecHandle); // 0xf7efb0 [Final Native Public]
    void AbilityConfirmOrCancel__DelegateSignature(); // 0x274f500 [Public]
    void AbilityAbilityKey__DelegateSignature(int32 InputID); // 0x274f500 [Public]

// UAbilitySystemGlobals (/Script/GameplayAbilities.AbilitySystemGlobals)
    void ToggleIgnoreAbilitySystemCosts(); // 0xf824d0 [Native Public]
    void ToggleIgnoreAbilitySystemCooldowns(); // 0xf824f0 [Native Public]
    void ServerEndPlayerAbility(const FString& AbilityNameMatch); // 0xf82390 [Final Native Public]
    void ServerCancelPlayerAbility(const FString& AbilityNameMatch); // 0xf82390 [Final Native Public]
    void ServerActivatePlayerAbility(const FString& AbilityNameMatch); // 0xf82390 [Final Native Public]
    void ListPlayerAbilities(); // 0xf824b0 [Final Native Public]

// UAbilityTask_ApplyRootMotionConstantForce (/Script/GameplayAbilities.AbilityTask_ApplyRootMotionConstantForce)
    UAbilityTask_ApplyRootMotionConstantForce* ApplyRootMotionConstantForce(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, const FVector& WorldDirection, float Strength, float Duration, bool bIsAdditive, UCurveFloat* StrengthOverTime, const ERootMotionFinishVelocityMode& VelocityOnFinishMode, const FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, bool bEnableGravity); // 0xf837a0 [Final Native Static Public]

// UAbilityTask_ApplyRootMotionJumpForce (/Script/GameplayAbilities.AbilityTask_ApplyRootMotionJumpForce)
    void OnLandedCallback(FHitResult& Hit); // 0xf84c50 [Final Native Public]
    void Finish(); // 0xf84d70 [Final Native Public]
    UAbilityTask_ApplyRootMotionJumpForce* ApplyRootMotionJumpForce(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, const FRotator& Rotation, float Distance, float Height, float Duration, float MinimumLandedTriggerTime, bool bFinishOnLanded, const ERootMotionFinishVelocityMode& VelocityOnFinishMode, const FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, UCurveVector* PathOffsetCurve, UCurveFloat* TimeMappingCurve); // 0xf84380 [Final Native Static Public]

// UAbilityTask_ApplyRootMotionMoveToActorForce (/Script/GameplayAbilities.AbilityTask_ApplyRootMotionMoveToActorForce)
    void OnTargetActorSwapped(AActor* OriginalTarget, AActor* NewTarget); // 0xf85620 [Final Native Public]
    void OnRep_TargetLocation(); // 0xf855f0 [Final Native Protected]
    UAbilityTask_ApplyRootMotionMoveToActorForce* ApplyRootMotionMoveToTargetDataActorForce(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, const FGameplayAbilityTargetDataHandle& TargetDataHandle, int32 TargetDataIndex, int32 TargetActorIndex, const FVector& TargetLocationOffset, const ERootMotionMoveToActorTargetOffsetType& OffsetAlignment, float Duration, UCurveFloat* TargetLerpSpeedHorizontal, UCurveFloat* TargetLerpSpeedVertical, bool bSetNewMovementMode, uint8 MovementMode, bool bRestrictSpeedToExpected, UCurveVector* PathOffsetCurve, UCurveFloat* TimeMappingCurve, const ERootMotionFinishVelocityMode& VelocityOnFinishMode, const FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, bool bDisableDestinationReachedInterrupt); // 0xf85790 [Final Native Static Public]
    UAbilityTask_ApplyRootMotionMoveToActorForce* ApplyRootMotionMoveToActorForce(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, AActor* TargetActor, const FVector& TargetLocationOffset, const ERootMotionMoveToActorTargetOffsetType& OffsetAlignment, float Duration, UCurveFloat* TargetLerpSpeedHorizontal, UCurveFloat* TargetLerpSpeedVertical, bool bSetNewMovementMode, uint8 MovementMode, bool bRestrictSpeedToExpected, UCurveVector* PathOffsetCurve, UCurveFloat* TimeMappingCurve, const ERootMotionFinishVelocityMode& VelocityOnFinishMode, const FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, bool bDisableDestinationReachedInterrupt); // 0xf862d0 [Final Native Static Public]

// UAbilityTask_ApplyRootMotionMoveToForce (/Script/GameplayAbilities.AbilityTask_ApplyRootMotionMoveToForce)
    UAbilityTask_ApplyRootMotionMoveToForce* ApplyRootMotionMoveToForce(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, const FVector& TargetLocation, float Duration, bool bSetNewMovementMode, uint8 MovementMode, bool bRestrictSpeedToExpected, UCurveVector* PathOffsetCurve, const ERootMotionFinishVelocityMode& VelocityOnFinishMode, const FVector& SetVelocityOnFinish, float ClampVelocityOnFinish); // 0xf878e0 [Final Native Static Public]

// UAbilityTask_ApplyRootMotionRadialForce (/Script/GameplayAbilities.AbilityTask_ApplyRootMotionRadialForce)
    UAbilityTask_ApplyRootMotionRadialForce* ApplyRootMotionRadialForce(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, const FVector& Location, AActor* LocationActor, float Strength, float Duration, float Radius, bool bIsPush, bool bIsAdditive, bool bNoZForce, UCurveFloat* StrengthDistanceFalloff, UCurveFloat* StrengthOverTime, bool bUseFixedWorldDirection, const FRotator& FixedWorldDirection, const ERootMotionFinishVelocityMode& VelocityOnFinishMode, const FVector& SetVelocityOnFinish, float ClampVelocityOnFinish); // 0xf885a0 [Final Native Static Public]

// UAbilityTask_MoveToLocation (/Script/GameplayAbilities.AbilityTask_MoveToLocation)
    UAbilityTask_MoveToLocation* MoveToLocation(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, const FVector& Location, float Duration, UCurveFloat* OptionalInterpolationCurve, UCurveVector* OptionalVectorInterpolationCurve); // 0xf8a070 [Final Native Static Public]

// UAbilityTask_NetworkSyncPoint (/Script/GameplayAbilities.AbilityTask_NetworkSyncPoint)
    UAbilityTask_NetworkSyncPoint* WaitNetSync(UGameplayAbility* OwningAbility, const EAbilityTaskNetSyncType& SyncType); // 0xf8a9a0 [Final Native Static Public]
    void OnSignalCallback(); // 0xf8ab90 [Final Native Public]

// UAbilityTask_PlayMontageAndWait (/Script/GameplayAbilities.AbilityTask_PlayMontageAndWait)
    void OnMontageInterrupted(); // 0xf8b2b0 [Final Native Public]
    void OnMontageEnded(UAnimMontage* Montage, bool bInterrupted); // 0xf8b140 [Final Native Public]
    void OnMontageBlendingOut(UAnimMontage* Montage, bool bInterrupted); // 0xf8b310 [Final Native Public]
    UAbilityTask_PlayMontageAndWait* CreatePlayMontageAndWaitProxy(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, UAnimMontage* MontageToPlay, float Rate, const FName& StartSection, bool bStopWhenAbilityEnds, float AnimRootMotionTranslationScale, float StartTimeSeconds); // 0xf8acb0 [Final Native Static Public]

// UAbilityTask_Repeat (/Script/GameplayAbilities.AbilityTask_Repeat)
    UAbilityTask_Repeat* RepeatAction(UGameplayAbility* OwningAbility, float TimeBetweenActions, int32 TotalActionCount); // 0xf8b5d0 [Final Native Static Public]

// UAbilityTask_SpawnActor (/Script/GameplayAbilities.AbilityTask_SpawnActor)
    UAbilityTask_SpawnActor* SpawnActor(UGameplayAbility* OwningAbility, const FGameplayAbilityTargetDataHandle& TargetData, TSubclassOf<AActor> Class); // 0xf8bfa0 [Final Native Static Public]
    void FinishSpawningActor(UGameplayAbility* OwningAbility, const FGameplayAbilityTargetDataHandle& TargetData, AActor* SpawnedActor); // 0xf8b950 [Final Native Public]
    bool BeginSpawningActor(UGameplayAbility* OwningAbility, const FGameplayAbilityTargetDataHandle& TargetData, TSubclassOf<AActor> Class, const AActor*& SpawnedActor); // 0xf8bca0 [Final Native Public]

// UAbilityTask_StartAbilityState (/Script/GameplayAbilities.AbilityTask_StartAbilityState)
    UAbilityTask_StartAbilityState* StartAbilityState(UGameplayAbility* OwningAbility, const FName& StateName, bool bEndCurrentState); // 0xf8c3d0 [Final Native Static Public]

// UAbilityTask_VisualizeTargeting (/Script/GameplayAbilities.AbilityTask_VisualizeTargeting)
    UAbilityTask_VisualizeTargeting* VisualizeTargetingUsingActor(UGameplayAbility* OwningAbility, AGameplayAbilityTargetActor* TargetActor, const FName& TaskInstanceName, float Duration); // 0xf8ca80 [Final Native Static Public]
    UAbilityTask_VisualizeTargeting* VisualizeTargeting(UGameplayAbility* OwningAbility, TSubclassOf<AGameplayAbilityTargetActor> Class, const FName& TaskInstanceName, float Duration); // 0xf8cde0 [Final Native Static Public]
    void FinishSpawningActor(UGameplayAbility* OwningAbility, AGameplayAbilityTargetActor* SpawnedActor); // 0xf8c6e0 [Final Native Public]
    bool BeginSpawningActor(UGameplayAbility* OwningAbility, TSubclassOf<AGameplayAbilityTargetActor> Class, const AGameplayAbilityTargetActor*& SpawnedActor); // 0xf8c8b0 [Final Native Public]

// UAbilityTask_WaitAbilityActivate (/Script/GameplayAbilities.AbilityTask_WaitAbilityActivate)
    UAbilityTask_WaitAbilityActivate* WaitForAbilityActivateWithTagRequirements(UGameplayAbility* OwningAbility, const FGameplayTagRequirements& TagRequirements, bool IncludeTriggeredAbilities, bool TriggerOnce); // 0xf8d7a0 [Final Native Static Public]
    UAbilityTask_WaitAbilityActivate* WaitForAbilityActivate_Query(UGameplayAbility* OwningAbility, const FGameplayTagQuery& Query, bool IncludeTriggeredAbilities, bool TriggerOnce); // 0xf8d1f0 [Final Native Static Public]
    UAbilityTask_WaitAbilityActivate* WaitForAbilityActivate(UGameplayAbility* OwningAbility, const FGameplayTag& WithTag, const FGameplayTag& WithoutTag, bool IncludeTriggeredAbilities, bool TriggerOnce); // 0xf8db40 [Final Native Static Public]
    void OnAbilityActivate(UGameplayAbility* ActivatedAbility); // 0xf8de80 [Final Native Public]

// UAbilityTask_WaitAbilityCommit (/Script/GameplayAbilities.AbilityTask_WaitAbilityCommit)
    UAbilityTask_WaitAbilityCommit* WaitForAbilityCommit_Query(UGameplayAbility* OwningAbility, const FGameplayTagQuery& Query, bool TriggerOnce); // 0xf8e0f0 [Final Native Static Public]
    UAbilityTask_WaitAbilityCommit* WaitForAbilityCommit(UGameplayAbility* OwningAbility, const FGameplayTag& WithTag, const FGameplayTag& WithoutTage, bool TriggerOnce); // 0xf8e600 [Final Native Static Public]
    void OnAbilityCommit(UGameplayAbility* ActivatedAbility); // 0xf8e880 [Final Native Public]

// UAbilityTask_WaitAttributeChange (/Script/GameplayAbilities.AbilityTask_WaitAttributeChange)
    UAbilityTask_WaitAttributeChange* WaitForAttributeChangeWithComparison(UGameplayAbility* OwningAbility, const FGameplayAttribute& InAttribute, const FGameplayTag& InWithTag, const FGameplayTag& InWithoutTag, uint8 InComparisonType, float InComparisonValue, bool TriggerOnce, AActor* OptionalExternalOwner); // 0xf8eb80 [Final Native Static Public]
    UAbilityTask_WaitAttributeChange* WaitForAttributeChange(UGameplayAbility* OwningAbility, const FGameplayAttribute& Attribute, const FGameplayTag& WithSrcTag, const FGameplayTag& WithoutSrcTag, bool TriggerOnce, AActor* OptionalExternalOwner); // 0xf8f120 [Final Native Static Public]

// UAbilityTask_WaitAttributeChangeRatioThreshold (/Script/GameplayAbilities.AbilityTask_WaitAttributeChangeRatioThreshold)
    UAbilityTask_WaitAttributeChangeRatioThreshold* WaitForAttributeChangeRatioThreshold(UGameplayAbility* OwningAbility, const FGameplayAttribute& AttributeNumerator, const FGameplayAttribute& AttributeDenominator, uint8 ComparisonType, float ComparisonValue, bool bTriggerOnce, AActor* OptionalExternalOwner); // 0xf8f680 [Final Native Static Public]

// UAbilityTask_WaitAttributeChangeThreshold (/Script/GameplayAbilities.AbilityTask_WaitAttributeChangeThreshold)
    UAbilityTask_WaitAttributeChangeThreshold* WaitForAttributeChangeThreshold(UGameplayAbility* OwningAbility, const FGameplayAttribute& Attribute, uint8 ComparisonType, float ComparisonValue, bool bTriggerOnce, AActor* OptionalExternalOwner); // 0xf8fd80 [Final Native Static Public]

// UAbilityTask_WaitCancel (/Script/GameplayAbilities.AbilityTask_WaitCancel)
    UAbilityTask_WaitCancel* WaitCancel(UGameplayAbility* OwningAbility); // 0xf90340 [Final Native Static Public]
    void OnLocalCancelCallback(); // 0xf904a0 [Final Native Public]
    void OnCancelCallback(); // 0xf904c0 [Final Native Public]

// UAbilityTask_WaitConfirm (/Script/GameplayAbilities.AbilityTask_WaitConfirm)
    UAbilityTask_WaitConfirm* WaitConfirm(UGameplayAbility* OwningAbility); // 0xf905e0 [Final Native Static Public]
    void OnConfirmCallback(UGameplayAbility* InAbility); // 0xf90740 [Final Native Public]

// UAbilityTask_WaitConfirmCancel (/Script/GameplayAbilities.AbilityTask_WaitConfirmCancel)
    UAbilityTask_WaitConfirmCancel* WaitConfirmCancel(UGameplayAbility* OwningAbility); // 0xf90930 [Final Native Static Public]
    void OnLocalConfirmCallback(); // 0xf90ab0 [Final Native Public]
    void OnLocalCancelCallback(); // 0xf90a90 [Final Native Public]
    void OnConfirmCallback(); // 0xf90af0 [Final Native Public]
    void OnCancelCallback(); // 0xf90ad0 [Final Native Public]

// UAbilityTask_WaitDelay (/Script/GameplayAbilities.AbilityTask_WaitDelay)
    UAbilityTask_WaitDelay* WaitDelay(UGameplayAbility* OwningAbility, float Time); // 0xf90ca0 [Final Native Static Public]

// UAbilityTask_WaitGameplayEffectApplied (/Script/GameplayAbilities.AbilityTask_WaitGameplayEffectApplied)
    void OnApplyGameplayEffectCallback(UAbilitySystemComponent* Target, FGameplayEffectSpec& SpecApplied, const FActiveGameplayEffectHandle& ActiveHandle); // 0xf91990 [Final Native Public]

// UAbilityTask_WaitGameplayEffectApplied_Self (/Script/GameplayAbilities.AbilityTask_WaitGameplayEffectApplied_Self)
    UAbilityTask_WaitGameplayEffectApplied_Self* WaitGameplayEffectAppliedToSelf_Query(UGameplayAbility* OwningAbility, const FGameplayTargetDataFilterHandle& SourceFilter, const FGameplayTagQuery& SourceTagQuery, const FGameplayTagQuery& TargetTagQuery, bool TriggerOnce, AActor* OptionalExternalOwner, bool ListenForPeriodicEffect); // 0xf91c70 [Final Native Static Public]
    UAbilityTask_WaitGameplayEffectApplied_Self* WaitGameplayEffectAppliedToSelf(UGameplayAbility* OwningAbility, const FGameplayTargetDataFilterHandle& SourceFilter, const FGameplayTagRequirements& SourceTagRequirements, const FGameplayTagRequirements& TargetTagRequirements, bool TriggerOnce, AActor* OptionalExternalOwner, bool ListenForPeriodicEffect); // 0xf92840 [Final Native Static Public]

// UAbilityTask_WaitGameplayEffectApplied_Target (/Script/GameplayAbilities.AbilityTask_WaitGameplayEffectApplied_Target)
    UAbilityTask_WaitGameplayEffectApplied_Target* WaitGameplayEffectAppliedToTarget_Query(UGameplayAbility* OwningAbility, const FGameplayTargetDataFilterHandle& SourceFilter, const FGameplayTagQuery& SourceTagQuery, const FGameplayTagQuery& TargetTagQuery, bool TriggerOnce, AActor* OptionalExternalOwner, bool ListenForPeriodicEffect); // 0xf930c0 [Final Native Static Public]
    UAbilityTask_WaitGameplayEffectApplied_Target* WaitGameplayEffectAppliedToTarget(UGameplayAbility* OwningAbility, const FGameplayTargetDataFilterHandle& TargetFilter, const FGameplayTagRequirements& SourceTagRequirements, const FGameplayTagRequirements& TargetTagRequirements, bool TriggerOnce, AActor* OptionalExternalOwner, bool ListenForPeriodicEffects); // 0xf93c90 [Final Native Static Public]

// UAbilityTask_WaitGameplayEffectBlockedImmunity (/Script/GameplayAbilities.AbilityTask_WaitGameplayEffectBlockedImmunity)
    UAbilityTask_WaitGameplayEffectBlockedImmunity* WaitGameplayEffectBlockedByImmunity(UGameplayAbility* OwningAbility, const FGameplayTagRequirements& SourceTagRequirements, const FGameplayTagRequirements& TargetTagRequirements, AActor* OptionalExternalTarget, bool OnlyTriggerOnce); // 0xf94500 [Final Native Static Public]

// UAbilityTask_WaitGameplayEffectRemoved (/Script/GameplayAbilities.AbilityTask_WaitGameplayEffectRemoved)
    UAbilityTask_WaitGameplayEffectRemoved* WaitForGameplayEffectRemoved(UGameplayAbility* OwningAbility, const FActiveGameplayEffectHandle& Handle); // 0xf94be0 [Final Native Static Public]
    void OnGameplayEffectRemoved(FGameplayEffectRemovalInfo& InGameplayEffectRemovalInfo); // 0xf94de0 [Final Native Public]

// UAbilityTask_WaitGameplayEffectStackChange (/Script/GameplayAbilities.AbilityTask_WaitGameplayEffectStackChange)
    UAbilityTask_WaitGameplayEffectStackChange* WaitForGameplayEffectStackChange(UGameplayAbility* OwningAbility, const FActiveGameplayEffectHandle& Handle); // 0xf95030 [Final Native Static Public]
    void OnGameplayEffectStackChange(const FActiveGameplayEffectHandle& Handle, int32 NewCount, int32 OldCount); // 0xf95230 [Final Native Public]

// UAbilityTask_WaitGameplayEvent (/Script/GameplayAbilities.AbilityTask_WaitGameplayEvent)
    UAbilityTask_WaitGameplayEvent* WaitGameplayEvent(UGameplayAbility* OwningAbility, const FGameplayTag& EventTag, AActor* OptionalExternalTarget, bool OnlyTriggerOnce, bool OnlyMatchExact); // 0xf95550 [Final Native Static Public]

// UAbilityTask_WaitGameplayTag (/Script/GameplayAbilities.AbilityTask_WaitGameplayTag)
    void GameplayTagCallback(const FGameplayTag& Tag, int32 NewCount); // 0xf96230 [Native Public]

// UAbilityTask_WaitGameplayTagAdded (/Script/GameplayAbilities.AbilityTask_WaitGameplayTagAdded)
    UAbilityTask_WaitGameplayTagAdded* WaitGameplayTagAdd(UGameplayAbility* OwningAbility, const FGameplayTag& Tag, AActor* InOptionalExternalTarget, bool OnlyTriggerOnce); // 0xf95a90 [Final Native Static Public]

// UAbilityTask_WaitGameplayTagRemoved (/Script/GameplayAbilities.AbilityTask_WaitGameplayTagRemoved)
    UAbilityTask_WaitGameplayTagRemoved* WaitGameplayTagRemove(UGameplayAbility* OwningAbility, const FGameplayTag& Tag, AActor* InOptionalExternalTarget, bool OnlyTriggerOnce); // 0xf95e60 [Final Native Static Public]

// UAbilityTask_WaitInputPress (/Script/GameplayAbilities.AbilityTask_WaitInputPress)
    UAbilityTask_WaitInputPress* WaitInputPress(UGameplayAbility* OwningAbility, bool bTestAlreadyPressed); // 0xf96450 [Final Native Static Public]
    void OnPressCallback(); // 0xf96640 [Final Native Public]

// UAbilityTask_WaitInputRelease (/Script/GameplayAbilities.AbilityTask_WaitInputRelease)
    UAbilityTask_WaitInputRelease* WaitInputRelease(UGameplayAbility* OwningAbility, bool bTestAlreadyReleased); // 0xf96760 [Final Native Static Public]
    void OnReleaseCallback(); // 0xf96950 [Final Native Public]

// UAbilityTask_WaitMovementModeChange (/Script/GameplayAbilities.AbilityTask_WaitMovementModeChange)
    void OnMovementModeChange(ACharacter* Character, uint8 PrevMovementMode, uint8 PreviousCustomMode); // 0xf96c50 [Final Native Public]
    UAbilityTask_WaitMovementModeChange* CreateWaitMovementModeChange(UGameplayAbility* OwningAbility, uint8 NewMode); // 0xf96a70 [Final Native Static Public]

// UAbilityTask_WaitOverlap (/Script/GameplayAbilities.AbilityTask_WaitOverlap)
    UAbilityTask_WaitOverlap* WaitForOverlap(UGameplayAbility* OwningAbility); // 0xf96fb0 [Final Native Static Public]
    void OnHitCallback(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, const FVector& NormalImpulse, FHitResult& Hit); // 0xf97110 [Final Native Public]

// UAbilityTask_WaitTargetData (/Script/GameplayAbilities.AbilityTask_WaitTargetData)
    UAbilityTask_WaitTargetData* WaitTargetDataUsingActor(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, uint8 ConfirmationType, AGameplayAbilityTargetActor* TargetActor); // 0xf97ca0 [Final Native Static Public]
    UAbilityTask_WaitTargetData* WaitTargetData(UGameplayAbility* OwningAbility, const FName& TaskInstanceName, uint8 ConfirmationType, TSubclassOf<AGameplayAbilityTargetActor> Class); // 0xf97f20 [Final Native Static Public]
    void OnTargetDataReplicatedCancelledCallback(); // 0xf98480 [Final Native Public]
    void OnTargetDataReplicatedCallback(FGameplayAbilityTargetDataHandle& Data, const FGameplayTag& ActivationTag); // 0xf984a0 [Final Native Public]
    void OnTargetDataReadyCallback(FGameplayAbilityTargetDataHandle& Data); // 0xf98310 [Final Native Public]
    void OnTargetDataCancelledCallback(FGameplayAbilityTargetDataHandle& Data); // 0xf981a0 [Final Native Public]
    void FinishSpawningActor(UGameplayAbility* OwningAbility, AGameplayAbilityTargetActor* SpawnedActor); // 0xf97830 [Final Native Public]
    bool BeginSpawningActor(UGameplayAbility* OwningAbility, TSubclassOf<AGameplayAbilityTargetActor> Class, const AGameplayAbilityTargetActor*& SpawnedActor); // 0xf97a40 [Final Native Public]

// UAbilityTask_WaitVelocityChange (/Script/GameplayAbilities.AbilityTask_WaitVelocityChange)
    UAbilityTask_WaitVelocityChange* CreateWaitVelocityChange(UGameplayAbility* OwningAbility, const FVector& Direction, float MinimumMagnitude); // 0xf988c0 [Final Native Static Public]

// UGameplayAbility (/Script/GameplayAbilities.GameplayAbility)
    void SetShouldBlockOtherAbilities(bool bShouldBlockAbilities); // 0xf9d450 [Native Public]
    void SetCanBeCanceled(bool bCanBeCanceled); // 0xf9d310 [Native Public]
    void SendGameplayEvent(const FGameplayTag& EventTag, const FGameplayEventData& Payload); // 0xf9c840 [Native Protected]
    void RemoveGrantedByEffect(); // 0xf9cb20 [Native Public]
    void MontageStop(float OverrideBlendOutTime); // 0xf99cf0 [Final Native Protected]
    void MontageSetNextSectionName(const FName& FromSectionName, const FName& ToSectionName); // 0xf99de0 [Final Native Protected]
    void MontageJumpToSection(const FName& SectionName); // 0xf99f60 [Final Native Protected]
    FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerSkeletalMeshComponent(const FName& SocketName); // 0xf99ae0 [Final Native Protected]
    FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerActor(); // 0xf99c30 [Final Native Protected]
    FGameplayEffectSpecHandle MakeOutgoingGameplayEffectSpec(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level); // 0xf9d5f0 [Final Native Public]
    bool K2_ShouldAbilityRespondToEvent(const FGameplayAbilityActorInfo& ActorInfo, const FGameplayEventData& Payload); // 0x274f500 [Event Protected]
    void K2_RemoveGameplayCue(const FGameplayTag& GameplayCueTag); // 0xf9a600 [Native Protected]
    void K2_OnEndAbility(bool bWasCancelled); // 0x274f500 [Event Protected]
    bool K2_HasAuthority(); // 0xf9d590 [Final Native Public]
    void K2_ExecuteGameplayCueWithParams(const FGameplayTag& GameplayCueTag, FGameplayCueParameters& GameplayCueParameters); // 0xf9abd0 [Native Protected]
    void K2_ExecuteGameplayCue(const FGameplayTag& GameplayCueTag, const FGameplayEffectContextHandle& Context); // 0xf9adc0 [Native Protected]
    void K2_EndAbility(); // 0xf9c820 [Native Protected]
    void K2_CommitExecute(); // 0x274f500 [Event Public]
    bool K2_CommitAbilityCost(bool BroadcastCommitEvent); // 0xf9d080 [Native Public]
    bool K2_CommitAbilityCooldown(bool BroadcastCommitEvent, bool ForceCooldown); // 0xf9d170 [Native Public]
    bool K2_CommitAbility(); // 0xf9d2e0 [Native Public]
    bool K2_CheckAbilityCost(); // 0xf9d020 [Native Public]
    bool K2_CheckAbilityCooldown(); // 0xf9d050 [Native Public]
    void K2_CancelAbility(); // 0xf9d3f0 [Final Native Public]
    bool K2_CanActivateAbility(const FGameplayAbilityActorInfo& ActorInfo, const FGameplayAbilitySpecHandle& Handle, FGameplayTagContainer& RelevantTags); // 0x274f500 [Event Protected]
    TArray<void> K2_ApplyGameplayEffectSpecToTarget(const FGameplayEffectSpecHandle& EffectSpecHandle, const FGameplayAbilityTargetDataHandle& TargetData); // 0xf9b7c0 [Final Native Protected]
    FActiveGameplayEffectHandle K2_ApplyGameplayEffectSpecToOwner(const FGameplayEffectSpecHandle& EffectSpecHandle); // 0xf9c2b0 [Final Native Protected]
    void K2_AddGameplayCueWithParams(const FGameplayTag& GameplayCueTag, FGameplayCueParameters& GameplayCueParameter, bool bRemoveOnAbilityEnd); // 0xf9a6e0 [Native Protected]
    void K2_AddGameplayCue(const FGameplayTag& GameplayCueTag, const FGameplayEffectContextHandle& Context, bool bRemoveOnAbilityEnd); // 0xf9a970 [Native Protected]
    void K2_ActivateAbilityFromEvent(FGameplayEventData& EventData); // 0x274f500 [Event Protected]
    void K2_ActivateAbility(); // 0x274f500 [Event Protected]
    bool IsLocallyControlled(); // 0xf9d5c0 [Final Native Public]
    void InvalidateClientPredictionKey(); // 0xf9cb40 [Final Native Public]
    UObject* GetSourceObject_BP(const FGameplayAbilitySpecHandle& Handle, FGameplayAbilityActorInfo& ActorInfo); // 0xf9cba0 [Final Native Public]
    USkeletalMeshComponent* GetOwningComponentFromActorInfo(); // 0xf9db20 [Final Native Public]
    AActor* GetOwningActorFromActorInfo(); // 0xf9dba0 [Final Native Public]
    FGameplayEffectContextHandle GetGrantedByEffectContext(); // 0xf9d9e0 [Final Native Public]
    UObject* GetCurrentSourceObject(); // 0xf9cd80 [Final Native Public]
    UAnimMontage* GetCurrentMontage(); // 0xf9d000 [Final Native Public]
    float GetCooldownTimeRemaining(); // 0xf9d530 [Final Native Public]
    FGameplayEffectContextHandle GetContextFromOwner(const FGameplayAbilityTargetDataHandle& OptionalTargetData); // 0xf9d810 [Native Public]
    AActor* GetAvatarActorFromActorInfo(); // 0xf9db60 [Final Native Public]
    FGameplayAbilityActorInfo GetActorInfo(); // 0xf9dbf0 [Final Native Public]
    UAbilitySystemComponent* GetAbilitySystemComponentFromActorInfo(); // 0xf9dae0 [Final Native Public]
    int32 GetAbilityLevel_BP(const FGameplayAbilitySpecHandle& Handle, FGameplayAbilityActorInfo& ActorInfo); // 0xf9cdc0 [Final Native Public]
    int32 GetAbilityLevel(); // 0xf9cfa0 [Final Native Public]
    void EndTaskByInstanceName(const FName& InstanceName); // 0xf9a260 [Final Native Protected]
    void EndAbilityState(const FName& OptionalStateNameToEnd); // 0xf9a060 [Final Native Protected]
    void ConfirmTaskByInstanceName(const FName& InstanceName, bool bEndTask); // 0xf9a340 [Final Native Protected]
    void CancelTaskByInstanceName(const FName& InstanceName); // 0xf9a180 [Final Native Protected]
    void BP_RemoveGameplayEffectFromOwnerWithHandle(const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove); // 0xf9af90 [Final Native Protected]
    void BP_RemoveGameplayEffectFromOwnerWithGrantedTags(const FGameplayTagContainer& WithGrantedTags, int32 StacksToRemove); // 0xf9b120 [Final Native Protected]
    void BP_RemoveGameplayEffectFromOwnerWithAssetTags(const FGameplayTagContainer& WithAssetTags, int32 StacksToRemove); // 0xf9b470 [Final Native Protected]
    TArray<void> BP_ApplyGameplayEffectToTarget(const FGameplayAbilityTargetDataHandle& TargetData, TSubclassOf<UGameplayEffect> GameplayEffectClass, int32 GameplayEffectLevel, int32 Stacks); // 0xf9bd10 [Final Native Protected]
    FActiveGameplayEffectHandle BP_ApplyGameplayEffectToOwner(TSubclassOf<UGameplayEffect> GameplayEffectClass, int32 GameplayEffectLevel, int32 Stacks); // 0xf9c530 [Final Native Protected]

// AGameplayAbilityTargetActor (/Script/GameplayAbilities.GameplayAbilityTargetActor)
    void ConfirmTargeting(); // 0xfa2f30 [Native Public]
    void CancelTargeting(); // 0xfa2f10 [Native Public]

// AGameplayAbilityWorldReticle (/Script/GameplayAbilities.GameplayAbilityWorldReticle)
    void SetReticleMaterialParamVector(const FName& ParamName, const FVector& Value); // 0x274f500 [Event Public]
    void SetReticleMaterialParamFloat(const FName& ParamName, float Value); // 0x274f500 [Event Public]
    void OnValidTargetChanged(bool bNewValue); // 0x274f500 [Event Public]
    void OnTargetingAnActor(bool bNewValue); // 0x274f500 [Event Public]
    void OnParametersInitialized(); // 0x274f500 [Event Public]
    void FaceTowardSource(bool bFaceIn2D); // 0xfa50d0 [Final Native Public]

// IGameplayCueInterface (/Script/GameplayAbilities.GameplayCueInterface)
    void ForwardGameplayCueToParent(); // 0xec2950 [Native Public]
    void BlueprintCustomHandler(uint8 EventType, FGameplayCueParameters& Parameters); // 0x274f500 [Event Public]

// AGameplayCueNotify_Actor (/Script/GameplayAbilities.GameplayCueNotify_Actor)
    bool WhileActive(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa85b0 [Native Event Public]
    bool OnRemove(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa83c0 [Native Event Public]
    void OnOwnerDestroyed(AActor* DestroyedActor); // 0xfa8ba0 [Native Public]
    bool OnExecute(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa8990 [Native Event Public]
    bool OnActive(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa87a0 [Native Event Public]
    void K2_HandleGameplayCue(AActor* MyTarget, uint8 EventType, FGameplayCueParameters& Parameters); // 0x274f500 [Event Public]
    void K2_EndGameplayCue(); // 0xfa8b80 [Native Public]

// UGameplayCueNotify_Static (/Script/GameplayAbilities.GameplayCueNotify_Static)
    bool WhileActive(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa9270 [Native Event Public]
    bool OnRemove(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa9080 [Native Event Public]
    bool OnExecute(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa9650 [Native Event Public]
    bool OnActive(AActor* MyTarget, FGameplayCueParameters& Parameters); // 0xfa9460 [Native Event Public]
    void K2_HandleGameplayCue(AActor* MyTarget, uint8 EventType, FGameplayCueParameters& Parameters); // 0x274f500 [Event Public]

// UGameplayEffectCustomApplicationRequirement (/Script/GameplayAbilities.GameplayEffectCustomApplicationRequirement)
    bool CanApplyGameplayEffect(UGameplayEffect* GameplayEffect, FGameplayEffectSpec& Spec, UAbilitySystemComponent* ASC); // 0xfae5f0 [Native Event Public]

// UGameplayEffectExecutionCalculation (/Script/GameplayAbilities.GameplayEffectExecutionCalculation)
    void Execute(FGameplayEffectCustomExecutionParameters& ExecutionParams, FGameplayEffectCustomExecutionOutput& OutExecutionOutput); // 0xfaeac0 [Native Event Public]

// UGameplayModMagnitudeCalculation (/Script/GameplayAbilities.GameplayModMagnitudeCalculation)
    float CalculateBaseMagnitude(FGameplayEffectSpec& Spec); // 0xfb0210 [Native Event Public]

// UGameplayTagReponseTable (/Script/GameplayAbilities.GameplayTagReponseTable)
    void TagResponseEvent(const FGameplayTag& Tag, int32 NewCount, UAbilitySystemComponent* ASC, int32 idx); // 0xfb0830 [Final Native Protected]

// UMovieSceneGameplayCueTrack (/Script/GameplayAbilities.MovieSceneGameplayCueTrack)
    void SetSequencerTrackHandler(const FScriptDelegate& InGameplayCueTrackHandler); // 0xfb14a0 [Final Native Static Public]

// UMatineeCameraShake (/Script/GameplayCameras.MatineeCameraShake)
    UMatineeCameraShake* StartMatineeCameraShakeFromSource(APlayerCameraManager* PlayerCameraManager, TSubclassOf<UMatineeCameraShake> ShakeClass, UCameraShakeSourceComponent* SourceComponent, float Scale, const ECameraShakePlaySpace& PlaySpace, const FRotator& UserPlaySpaceRot); // 0x1aa7f00 [Final Native Static Public]
    UMatineeCameraShake* StartMatineeCameraShake(APlayerCameraManager* PlayerCameraManager, TSubclassOf<UMatineeCameraShake> ShakeClass, float Scale, const ECameraShakePlaySpace& PlaySpace, const FRotator& UserPlaySpaceRot); // 0x1aa82f0 [Final Native Static Public]
    void ReceiveStopShake(bool bImmediately); // 0x274f500 [Event Public]
    void ReceivePlayShake(float Scale); // 0x274f500 [Event Public]
    bool ReceiveIsFinished(); // 0x16365d0 [Native Event Public]
    void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, FMinimalViewInfo& POV, FMinimalViewInfo& ModifiedPOV); // 0x274f500 [Event Public]

// UMatineeCameraShakeFunctionLibrary (/Script/GameplayCameras.MatineeCameraShakeFunctionLibrary)
    UMatineeCameraShake* Conv_MatineeCameraShake(UCameraShakeBase* CameraShake); // 0x1aa8980 [Final Native Static Public]

// UBlueprintGameplayTagLibrary (/Script/GameplayTags.BlueprintGameplayTagLibrary)
    bool RemoveGameplayTag(FGameplayTagContainer& TagContainer, const FGameplayTag& Tag); // 0x3cd4030 [Final Native Static Public]
    bool NotEqual_TagTag(const FGameplayTag& A, const FString& B); // 0x3cd2920 [Final Native Static Public]
    bool NotEqual_TagContainerTagContainer(const FGameplayTagContainer& A, const FString& B); // 0x3cd2700 [Final Native Static Public]
    bool NotEqual_GameplayTagContainer(FGameplayTagContainer& A, FGameplayTagContainer& B); // 0x3cd3a50 [Final Native Static Public]
    bool NotEqual_GameplayTag(const FGameplayTag& A, const FGameplayTag& B); // 0xfc5430 [Final Native Static Public]
    bool MatchesTag(const FGameplayTag& TagOne, const FGameplayTag& TagTwo, bool bExactMatch); // 0x3cd5b70 [Final Native Static Public]
    bool MatchesAnyTags(const FGameplayTag& TagOne, FGameplayTagContainer& OtherContainer, bool bExactMatch); // 0x3cd58c0 [Final Native Static Public]
    FGameplayTagContainer MakeLiteralGameplayTagContainer(const FGameplayTagContainer& Value); // 0x3cd38b0 [Final Native Static Public]
    FGameplayTag MakeLiteralGameplayTag(const FGameplayTag& Value); // 0x3cd5710 [Final Native Static Public]
    FGameplayTagQuery MakeGameplayTagQuery(const FGameplayTagQuery& TagQuery); // 0x3cd3120 [Final Native Static Public]
    FGameplayTagContainer MakeGameplayTagContainerFromTag(const FGameplayTag& SingleTag); // 0x3cd35f0 [Final Native Static Public]
    FGameplayTagContainer MakeGameplayTagContainerFromArray(const TArray<FGameplayTagContainer>& GameplayTags); // 0x3cd3720 [Final Native Static Public]
    bool IsTagQueryEmpty(FGameplayTagQuery& TagQuery); // 0x3cd4d80 [Final Native Static Public]
    bool IsGameplayTagValid(const FGameplayTag& GameplayTag); // 0xfc5820 [Final Native Static Public]
    bool HasTag(FGameplayTagContainer& TagContainer, const FGameplayTag& Tag, bool bExactMatch); // 0x3cd53a0 [Final Native Static Public]
    bool HasAnyTags(FGameplayTagContainer& TagContainer, FGameplayTagContainer& OtherContainer, bool bExactMatch); // 0x3cd5130 [Final Native Static Public]
    bool HasAllTags(FGameplayTagContainer& TagContainer, FGameplayTagContainer& OtherContainer, bool bExactMatch); // 0x3cd4ec0 [Final Native Static Public]
    bool HasAllMatchingGameplayTags(const TScriptInterface<IGameplayTagAssetInterface>& TagContainerInterface, FGameplayTagContainer& OtherContainer); // 0x3cd2e10 [Final Native Static Public]
    FName GetTagName(FGameplayTag& GameplayTag); // 0x3cd57e0 [Final Native Static Public]
    int32 GetNumGameplayTagsInContainer(FGameplayTagContainer& TagContainer); // 0x3cd55f0 [Final Native Static Public]
    FString GetDebugStringFromGameplayTagContainer(FGameplayTagContainer& TagContainer); // 0x3cd25a0 [Final Native Static Public]
    FString GetDebugStringFromGameplayTag(const FGameplayTag& GameplayTag); // 0xfc56d0 [Final Native Static Public]
    void GetAllActorsOfClassMatchingTagQuery(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, FGameplayTagQuery& GameplayTagQuery, const TArray<void>& OutActors); // 0x3cd4440 [Final Native Static Public]
    bool EqualEqual_GameplayTagContainer(FGameplayTagContainer& A, FGameplayTagContainer& B); // 0x3cd3c50 [Final Native Static Public]
    bool EqualEqual_GameplayTag(const FGameplayTag& A, const FGameplayTag& B); // 0xfc5580 [Final Native Static Public]
    bool DoesTagAssetInterfaceHaveTag(const TScriptInterface<IGameplayTagAssetInterface>& TagContainerInterface, const FGameplayTag& Tag); // 0x3cd2bb0 [Final Native Static Public]
    bool DoesContainerMatchTagQuery(FGameplayTagContainer& TagContainer, FGameplayTagQuery& TagQuery); // 0x3cd4b30 [Final Native Static Public]
    void BreakGameplayTagContainer(FGameplayTagContainer& GameplayTagContainer, const TArray<void>& GameplayTags); // 0x3cd3430 [Final Native Static Public]
    void AppendGameplayTagContainers(FGameplayTagContainer& InOutTagContainer, FGameplayTagContainer& InTagContainer); // 0x3cd3e50 [Final Native Static Public]
    void AddGameplayTag(FGameplayTagContainer& TagContainer, const FGameplayTag& Tag); // 0x3cd42a0 [Final Native Static Public]

// IGameplayTagAssetInterface (/Script/GameplayTags.GameplayTagAssetInterface)
    bool HasMatchingGameplayTag(const FGameplayTag& TagToCheck); // 0x3cd65e0 [Native Public]
    bool HasAnyMatchingGameplayTags(FGameplayTagContainer& TagContainer); // 0x3cd63a0 [Native Public]
    bool HasAllMatchingGameplayTags(FGameplayTagContainer& TagContainer); // 0x3cd64c0 [Native Public]
    void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer); // 0x3cd66d0 [Native Public]

// UGameplayTasksComponent (/Script/GameplayTasks.GameplayTasksComponent)
    void OnRep_SimulatedTasks(); // 0x47c2990 [Final Native Public]
    EGameplayTaskRunResult K2_RunGameplayTask(const TScriptInterface<IGameplayTaskOwnerInterface>& TaskOwner, UGameplayTask* Task, uint8 Priority, const TArray<TArray<EGameplayTaskRunResult>>& AdditionalRequiredResources, const TArray<EGameplayTaskRunResult>& AdditionalClaimedResources); // 0x47c25f0 [Final Native Static Public]

// UGameplayTask (/Script/GameplayTasks.GameplayTask)
    void ReadyForActivation(); // 0x47c0f20 [Final Native Public]
    void GenericGameplayTaskDelegate__DelegateSignature(); // 0x274f500 [Public]
    void EndTask(); // 0x47c0f00 [Final Native Public]

// UGameplayTask_ClaimResource (/Script/GameplayTasks.GameplayTask_ClaimResource)
    UGameplayTask_ClaimResource* ClaimResources(const TScriptInterface<IGameplayTaskOwnerInterface>& InTaskOwner, const TArray<uint8>& ResourceClasses, uint8 Priority, const FName& TaskInstanceName); // 0x47c1060 [Final Native Static Public]
    UGameplayTask_ClaimResource* ClaimResource(const TScriptInterface<IGameplayTaskOwnerInterface>& InTaskOwner, TSubclassOf<UGameplayTaskResource> ResourceClass, uint8 Priority, const FName& TaskInstanceName); // 0x47c1430 [Final Native Static Public]

// UGameplayTask_SpawnActor (/Script/GameplayTasks.GameplayTask_SpawnActor)
    UGameplayTask_SpawnActor* SpawnActor(const TScriptInterface<IGameplayTaskOwnerInterface>& TaskOwner, const FVector& Spawnlocation, const FRotator& SpawnRotation, TSubclassOf<AActor> Class, bool bSpawnOnlyOnAuthority); // 0x47c1ba0 [Final Native Static Public]
    void FinishSpawningActor(UObject* WorldContextObject, AActor* SpawnedActor); // 0x47c18e0 [Native Public]
    bool BeginSpawningActor(UObject* WorldContextObject, const AActor*& SpawnedActor); // 0x47c1a40 [Native Public]

// UGameplayTask_WaitDelay (/Script/GameplayTasks.GameplayTask_WaitDelay)
    UGameplayTask_WaitDelay* TaskWaitDelay(const TScriptInterface<IGameplayTaskOwnerInterface>& TaskOwner, float Time, uint8 Priority); // 0x47c2100 [Final Native Static Public]
    void TaskDelayDelegate__DelegateSignature(); // 0x274f500 [Public]

// AGeometryCacheActor (/Script/GeometryCache.GeometryCacheActor)
    UGeometryCacheComponent* GetGeometryCacheComponent(); // 0x1ad4d60 [Final Native Public]

// UGeometryCacheComponent (/Script/GeometryCache.GeometryCacheComponent)
    void TickAtThisTime(float Time, bool bInIsRunning, bool bInBackwards, bool bInIsLooping); // 0x1ad51a0 [Final Native Public]
    void Stop(); // 0x1ad5c10 [Final Native Public]
    void SetStartTimeOffset(float NewStartTimeOffset); // 0x1ad5510 [Final Native Public]
    void SetPlaybackSpeed(float NewPlaybackSpeed); // 0x1ad5860 [Final Native Public]
    void SetMotionVectorScale(float NewMotionVectorScale); // 0x1ad5710 [Final Native Public]
    void SetLooping(bool bNewLooping); // 0x1ad5ab0 [Final Native Public]
    bool SetGeometryCache(UGeometryCache* NewGeomCache); // 0x1ad5620 [Final Native Public]
    void SetExtrapolateFrames(bool bNewExtrapolating); // 0x1ad59b0 [Final Native Public]
    void PlayReversedFromEnd(); // 0x1ad5c60 [Final Native Public]
    void PlayReversed(); // 0x1ad5cc0 [Final Native Public]
    void PlayFromStart(); // 0x1ad5d10 [Final Native Public]
    void Play(); // 0x1ad5d70 [Final Native Public]
    void Pause(); // 0x1ad5c30 [Final Native Public]
    bool IsPlayingReversed(); // 0x1ad5bb0 [Final Native Public]
    bool IsPlaying(); // 0x1ad5bf0 [Final Native Public]
    bool IsLooping(); // 0x1ad5b90 [Final Native Public]
    bool IsExtrapolatingFrames(); // 0x1ad5a90 [Final Native Public]
    float GetStartTimeOffset(); // 0x1ad5600 [Final Native Public]
    float GetPlaybackSpeed(); // 0x1ad5970 [Final Native Public]
    float GetPlaybackDirection(); // 0x1ad54a0 [Final Native Public]
    int32 GetNumberOfFrames(); // 0x1ad5440 [Final Native Public]
    float GetMotionVectorScale(); // 0x1ad5820 [Final Native Public]
    float GetDuration(); // 0x1ad5480 [Final Native Public]
    float GetAnimationTime(); // 0x1ad54c0 [Final Native Public]

// UGeometryCacheTrack_FlipbookAnimation (/Script/GeometryCache.GeometryCacheTrack_FlipbookAnimation)
    void AddMeshSample(FGeometryCacheMeshData& MeshData, float SampleTime); // 0x1ad6710 [Final Native Public]

// UGeometryCacheTrack_TransformAnimation (/Script/GeometryCache.GeometryCacheTrack_TransformAnimation)
    void SetMesh(FGeometryCacheMeshData& NewMeshData); // 0x1ad6be0 [Final Native Public]

// UGeometryCacheTrack_TransformGroupAnimation (/Script/GeometryCache.GeometryCacheTrack_TransformGroupAnimation)
    void SetMesh(FGeometryCacheMeshData& NewMeshData); // 0x1ad6be0 [Final Native Public]

// UChaosDestructionListener (/Script/GeometryCollectionEngine.ChaosDestructionListener)
    void SortTrailingEvents(const TArray<EChaosTrailingSortMethod>& TrailingEvents, const EChaosTrailingSortMethod& SortMethod); // 0x49d7760 [Final Native Public]
    void SortCollisionEvents(const TArray<EChaosCollisionSortMethod>& CollisionEvents, const EChaosCollisionSortMethod& SortMethod); // 0x49d7aa0 [Final Native Public]
    void SortBreakingEvents(const TArray<EChaosBreakingSortMethod>& BreakingEvents, const EChaosBreakingSortMethod& SortMethod); // 0x49d7900 [Final Native Public]
    void SetTrailingEventRequestSettings(FChaosTrailingEventRequestSettings& InSettings); // 0x49d7f40 [Final Native Public]
    void SetTrailingEventEnabled(bool bIsEnabled); // 0x49d7c70 [Final Native Public]
    void SetCollisionEventRequestSettings(FChaosCollisionEventRequestSettings& InSettings); // 0x49d8140 [Final Native Public]
    void SetCollisionEventEnabled(bool bIsEnabled); // 0x49d7e50 [Final Native Public]
    void SetBreakingEventRequestSettings(FChaosBreakingEventRequestSettings& InSettings); // 0x49d8040 [Final Native Public]
    void SetBreakingEventEnabled(bool bIsEnabled); // 0x49d7d60 [Final Native Public]
    void RemoveGeometryCollectionActor(AGeometryCollectionActor* GeometryCollectionActor); // 0x49d8240 [Final Native Public]
    void RemoveChaosSolverActor(AChaosSolverActor* ChaosSolverActor); // 0xec5570 [Final Native Public]
    bool IsEventListening(); // 0x49d7c40 [Final Native Public]
    void AddGeometryCollectionActor(AGeometryCollectionActor* GeometryCollectionActor); // 0x49d8330 [Final Native Public]
    void AddChaosSolverActor(AChaosSolverActor* ChaosSolverActor); // 0xec5570 [Final Native Public]

// AGeometryCollectionActor (/Script/GeometryCollectionEngine.GeometryCollectionActor)
    bool RaycastSingle(const FVector& Start, const FVector& End, FHitResult& OutHit); // 0x49d8f70 [Final Native Public]

// UGeometryCollectionComponent (/Script/GeometryCollectionEngine.GeometryCollectionComponent)
    void SetNotifyBreaks(bool bNewNotifyBreaks); // 0x49d9a40 [Final Native Public]
    void ReceivePhysicsCollision(FChaosPhysicsCollisionInfo& CollisionInfo); // 0x274f500 [Event Public]
    void OnRep_RepData(FGeometryCollectionRepData& OldData); // 0x49d9950 [Final Native Protected]
    void NotifyGeometryCollectionPhysicsStateChange__DelegateSignature(UGeometryCollectionComponent* FracturedComponent); // 0x274f500 [Public]
    void NotifyGeometryCollectionPhysicsLoadingStateChange__DelegateSignature(UGeometryCollectionComponent* FracturedComponent); // 0x274f500 [Public]
    void NetAbandonCluster(int32 TransformIndex); // 0x49d9870 [Final Native Event Private]
    void ApplyPhysicsField(bool Enabled, const EGeometryCollectionPhysicsTypeEnum& Target, UFieldSystemMetaData* MetaData, UFieldNodeBase* Field); // 0x49d9c10 [Final Native Public]
    void ApplyKinematicField(float Radius, const FVector& Position); // 0x49da1d0 [Final Native Public]

// USkeletalMeshSimulationComponent (/Script/GeometryCollectionEngine.SkeletalMeshSimulationComponent)
    void ReceivePhysicsCollision(FChaosPhysicsCollisionInfo& CollisionInfo); // 0x274f500 [Event Public]

// UStaticMeshSimulationComponent (/Script/GeometryCollectionEngine.StaticMeshSimulationComponent)
    void ReceivePhysicsCollision(FChaosPhysicsCollisionInfo& CollisionInfo); // 0x274f500 [Event Public]
    void ForceRecreatePhysicsState(); // 0x49db190 [Final Native Public]

// UGridlyBPFunctionLibrary (/Script/Gridly.GridlyBPFunctionLibrary)
    void UpdateLocalizationPreview(const TArray<void>& PolyglotTextDatas); // 0x1a45ef0 [Final Native Static Public]
    FString GetLocalizationPreviewCulture(); // 0x1a46260 [Final Native Static Public]
    void EnableLocalizationPreview(const FString& culture); // 0x1a46190 [Final Native Static Public]

// UGridlyTask_DownloadLocalizedTexts (/Script/Gridly.GridlyTask_DownloadLocalizedTexts)
    UGridlyTask_DownloadLocalizedTexts* DownloadLocalizedTexts(UObject* WorldContextObject); // 0x1a46a30 [Final Native Static Public]

// UGridlyTask_ImportDataTableFromGridly (/Script/Gridly.GridlyTask_ImportDataTableFromGridly)
    UGridlyTask_ImportDataTableFromGridly* ImportDataTableFromGridly(UObject* WorldContextObject, UGridlyDataTable* GridlyDataTable); // 0x1a46c30 [Final Native Static Public]

// UHeadMountedDisplayFunctionLibrary (/Script/HeadMountedDisplay.HeadMountedDisplayFunctionLibrary)
    void UpdateExternalTrackingHMDPosition(FTransform& ExternalTrackingTransform); // 0x36512a0 [Final Native Static Public]
    void SetXRTimedInputActionDelegate(const FName& ActionName, const FScriptDelegate& InDelegate); // 0x364f470 [Final Native Static Public]
    void SetXRDisconnectDelegate(const FScriptDelegate& InDisconnectedDelegate); // 0x364f600 [Final Native Static Public]
    void SetWorldToMetersScale(UObject* WorldContext, float NewScale); // 0x3651890 [Final Native Static Public]
    void SetTrackingOrigin(uint8 Origin); // 0x3651690 [Final Native Static Public]
    void SetSpectatorScreenTexture(UTexture* InTexture); // 0x3650d90 [Final Native Static Public]
    void SetSpectatorScreenModeTexturePlusEyeLayout(const FVector2D& EyeRectMin, const FVector2D& EyeRectMax, const FVector2D& TextureRectMin, const FVector2D& TextureRectMax, bool bDrawEyeFirst, bool bClearBlack, bool bUseAlpha); // 0x36508e0 [Final Native Static Public]
    void SetSpectatorScreenMode(const ESpectatorScreenMode& Mode); // 0x3650e90 [Final Native Static Public]
    void SetClippingPlanes(float Near, float Far); // 0x3651be0 [Final Native Static Public]
    void ResetOrientationAndPosition(float Yaw, uint8 Options); // 0x3651d80 [Final Native Static Public]
    bool IsSpectatorScreenModeControllable(); // 0x3651080 [Final Native Static Public]
    bool IsInLowPersistenceMode(); // 0x10b1e60 [Final Native Static Public]
    bool IsHeadMountedDisplayEnabled(); // 0x36531b0 [Final Native Static Public]
    bool IsHeadMountedDisplayConnected(); // 0x3653130 [Final Native Static Public]
    bool IsDeviceTracking(FXRDeviceId& XRDeviceId); // 0x364fdc0 [Final Native Static Public]
    bool HasValidTrackingPosition(); // 0x3652b00 [Final Native Static Public]
    int32 GetXRSystemFlags(); // 0x3652ec0 [Final Native Static Public]
    float GetWorldToMetersScale(UObject* WorldContext); // 0x3651790 [Final Native Static Public]
    void GetVRFocusState(const bool& bUseFocus, const bool& bHasFocus); // 0x36510f0 [Final Native Static Public]
    FString GetVersionString(); // 0x3652df0 [Final Native Static Public]
    FTransform GetTrackingToWorldTransform(UObject* WorldContext); // 0x3651500 [Final Native Static Public]
    void GetTrackingSensorParameters(const FVector& Origin, const FRotator& Rotation, const float& LeftFOV, const float& RightFOV, const float& TopFOV, const float& BottomFOV, const float& Distance, const float& NearPlane, const float& FarPlane, const bool& IsActive, int32 Index); // 0x3652400 [Final Native Static Public]
    uint8 GetTrackingOrigin(); // 0x3651640 [Final Native Static Public]
    float GetScreenPercentage(); // 0x3651b00 [Final Native Static Public]
    void GetPositionalTrackingCameraParameters(const FVector& CameraOrigin, const FRotator& CameraRotation, const float& HFOV, const float& VFOV, const float& CameraDistance, const float& NearPlane, const float& FarPlane); // 0x3651f50 [Final Native Static Public]
    FVector2D GetPlayAreaBounds(uint8 Origin); // 0x364ec00 [Final Native Static Public]
    float GetPixelDensity(); // 0x3651a20 [Final Native Static Public]
    void GetOrientationAndPosition(const FRotator& DeviceRotation, const FVector& DevicePosition); // 0x3652b70 [Final Native Static Public]
    int32 GetNumOfTrackingSensors(); // 0x3652ab0 [Final Native Static Public]
    void GetMotionControllerData(UObject* WorldContext, const EControllerHand& Hand, FXRMotionControllerData& MotionControllerData); // 0x364f9d0 [Final Native Static Public]
    uint8 GetHMDWornState(); // 0x3652d80 [Final Native Static Public]
    FName GetHMDDeviceName(); // 0x3652f50 [Final Native Static Public]
    void GetHMDData(UObject* WorldContext, FXRHMDData& HMDData); // 0x364fc30 [Final Native Static Public]
    void GetDeviceWorldPose(UObject* WorldContext, FXRDeviceId& XRDeviceId, const bool& bIsTracked, const FRotator& Orientation, const bool& bHasPositionalTracking, const FVector& Position); // 0x364fef0 [Final Native Static Public]
    void GetDevicePose(FXRDeviceId& XRDeviceId, const bool& bIsTracked, const FRotator& Orientation, const bool& bHasPositionalTracking, const FVector& Position); // 0x36502c0 [Final Native Static Public]
    bool GetControllerTransformForTime(UObject* WorldContext, int32 ControllerIndex, const FName& MotionSource, const FTimespan& Time, const bool& bTimeWasUsed, const FRotator& Orientation, const FVector& Position, const bool& bProvidedLinearVelocity, const FVector& LinearVelocity, const bool& bProvidedAngularVelocity, const FVector& AngularVelocityRadPerSec); // 0x364ed20 [Final Native Static Public]
    TArray<void> EnumerateTrackedDevices(const FName& SystemId, const EXRTrackedDeviceType& DeviceType); // 0x3650630 [Final Native Static Public]
    void EnableLowPersistenceMode(bool bEnable); // 0x2285b30 [Final Native Static Public]
    bool EnableHMD(bool bEnable); // 0x3652fe0 [Final Native Static Public]
    void DisconnectRemoteXRDevice(); // 0x364f6e0 [Final Native Static Public]
    uint8 ConnectRemoteXRDevice(const FString& IpAddress, int32 BitRate); // 0x364f720 [Final Native Static Public]
    bool ConfigureGestures(FXRGestureConfig& GestureConfig); // 0x364f8c0 [Final Native Static Public]
    void ClearXRTimedInputActionDelegate(const FName& ActionPath); // 0x364f390 [Final Native Static Public]
    void CalibrateExternalTrackingToHMD(FTransform& ExternalTrackingTransform); // 0x36513d0 [Final Native Static Public]
    void BreakKey(const FKey& InKey, const FString& InteractionProfile, const EControllerHand& Hand, const FName& MotionSource, const FString& Indentifier, const FString& Component); // 0x364e7d0 [Final Native Static Public]

// UHandKeypointConversion (/Script/HeadMountedDisplay.HandKeypointConversion)
    int32 Conv_HandKeypointToInt32(const EHandKeypoint& Input); // 0x3654500 [Final Native Static Public]

// UMotionControllerComponent (/Script/HeadMountedDisplay.MotionControllerComponent)
    void SetTrackingSource(const EControllerHand& NewSource); // 0x3654dc0 [Final Native Public]
    void SetTrackingMotionSource(const FName& NewSource); // 0x3654c60 [Final Native Public]
    void SetShowDeviceModel(bool bShowControllerModel); // 0x3655100 [Final Native Public]
    void SetDisplayModelSource(const FName& NewDisplayModelSource); // 0x3655010 [Final Native Public]
    void SetCustomDisplayMesh(UStaticMesh* NewDisplayMesh); // 0x3654ed0 [Final Native Public]
    void SetAssociatedPlayerIndex(int32 NewPlayer); // 0x3654b50 [Final Native Public]
    void OnMotionControllerUpdated(); // 0x274f500 [Event Protected]
    bool IsTracked(); // 0x36120a0 [Final Native Public]
    EControllerHand GetTrackingSource(); // 0x3654d70 [Final Native Public]
    float GetParameterValue(const FName& InName, const bool& bValueFound); // 0x36549d0 [Final Native Protected]
    FVector GetHandJointPosition(int32 jointIndex, const bool& bValueFound); // 0x3654830 [Final Native Protected]

// UMotionTrackedDeviceFunctionLibrary (/Script/HeadMountedDisplay.MotionTrackedDeviceFunctionLibrary)
    void SetIsControllerMotionTrackingEnabledByDefault(bool Enable); // 0x3656930 [Final Native Static Public]
    bool IsMotionTrackingEnabledForSource(int32 PlayerIndex, const FName& SourceName); // 0x36564c0 [Final Native Static Public]
    bool IsMotionTrackingEnabledForDevice(int32 PlayerIndex, const EControllerHand& Hand); // 0x3656610 [Final Native Static Public]
    bool IsMotionTrackingEnabledForComponent(UMotionControllerComponent* MotionControllerComponent); // 0x36563c0 [Final Native Static Public]
    bool IsMotionTrackedDeviceCountManagementNecessary(); // 0x3656a60 [Final Native Static Public]
    bool IsMotionSourceTracking(int32 PlayerIndex, const FName& SourceName); // 0x36555e0 [Final Native Static Public]
    int32 GetMotionTrackingEnabledControllerCount(); // 0x36567d0 [Final Native Static Public]
    int32 GetMaximumMotionTrackedControllerCount(); // 0x3656880 [Final Native Static Public]
    FName GetActiveTrackingSystemName(); // 0x36557e0 [Final Native Static Public]
    TArray<void> EnumerateMotionSources(); // 0x3655840 [Final Native Static Public]
    bool EnableMotionTrackingOfSource(int32 PlayerIndex, const FName& SourceName); // 0x36560b0 [Final Native Static Public]
    bool EnableMotionTrackingOfDevice(int32 PlayerIndex, const EControllerHand& Hand); // 0x3656200 [Final Native Static Public]
    bool EnableMotionTrackingForComponent(UMotionControllerComponent* MotionControllerComponent); // 0x3655fb0 [Final Native Static Public]
    void DisableMotionTrackingOfSource(int32 PlayerIndex, const FName& SourceName); // 0x3655cb0 [Final Native Static Public]
    void DisableMotionTrackingOfDevice(int32 PlayerIndex, const EControllerHand& Hand); // 0x3655e00 [Final Native Static Public]
    void DisableMotionTrackingOfControllersForPlayer(int32 PlayerIndex); // 0x3655a20 [Final Native Static Public]
    void DisableMotionTrackingOfAllControllers(); // 0x3655b40 [Final Native Static Public]
    void DisableMotionTrackingForComponent(UMotionControllerComponent* MotionControllerComponent); // 0x3655bd0 [Final Native Static Public]

// UXRAssetFunctionLibrary (/Script/HeadMountedDisplay.XRAssetFunctionLibrary)
    UPrimitiveComponent* AddNamedDeviceVisualizationComponentBlocking(AActor* Target, const FName& SystemName, const FName& DeviceName, bool bManualAttachment, FTransform& RelativeTransform, FXRDeviceId& XRDeviceId); // 0x3657070 [Final Native Static Public]
    UPrimitiveComponent* AddDeviceVisualizationComponentBlocking(AActor* Target, FXRDeviceId& XRDeviceId, bool bManualAttachment, FTransform& RelativeTransform); // 0x36576c0 [Final Native Static Public]

// UAsyncTask_LoadXRDeviceVisComponent (/Script/HeadMountedDisplay.AsyncTask_LoadXRDeviceVisComponent)
    UAsyncTask_LoadXRDeviceVisComponent* AddNamedDeviceVisualizationComponentAsync(AActor* Target, const FName& SystemName, const FName& DeviceName, bool bManualAttachment, FTransform& RelativeTransform, FXRDeviceId& XRDeviceId, const UPrimitiveComponent*& NewComponent); // 0x3657fc0 [Final Native Static Public]
    UAsyncTask_LoadXRDeviceVisComponent* AddDeviceVisualizationComponentAsync(AActor* Target, FXRDeviceId& XRDeviceId, bool bManualAttachment, FTransform& RelativeTransform, const UPrimitiveComponent*& NewComponent); // 0x3657c60 [Final Native Static Public]

// UXRLoadingScreenFunctionLibrary (/Script/HeadMountedDisplay.XRLoadingScreenFunctionLibrary)
    void ShowLoadingScreen(); // 0x36587f0 [Final Native Static Public]
    void SetLoadingScreen(UTexture* Texture, const FVector2D& Scale, const FVector& Offset, bool bShowLoadingMovie, bool bShowOnSet); // 0x3658c30 [Final Native Static Public]
    void HideLoadingScreen(); // 0x36587a0 [Final Native Static Public]
    void ClearLoadingScreenSplashes(); // 0x3658be0 [Final Native Static Public]
    void AddLoadingScreenSplash(UTexture* Texture, const FVector& Translation, const FRotator& Rotation, const FVector2D& Size, const FRotator& DeltaRotation, bool bClearBeforeAdd); // 0x3658840 [Final Native Static Public]

// UImageWriteBlueprintLibrary (/Script/ImageWriteQueue.ImageWriteBlueprintLibrary)
    void ExportToDisk(UTexture* Texture, const FString& Filename, FImageWriteOptions& Options); // 0x2a9f030 [Final Native Static Public]

// UGizmoBaseComponent (/Script/InteractiveToolsFramework.GizmoBaseComponent)
    void UpdateWorldLocalState(bool bWorldIn); // 0x499c320 [Final Native Public]
    void UpdateHoverState(bool bHoveringIn); // 0x499c400 [Final Native Public]

// IGizmoTransformSource (/Script/InteractiveToolsFramework.GizmoTransformSource)
    void SetTransform(FTransform& NewTransform); // 0x23390f0 [Native Public]
    FTransform GetTransform(); // 0x2339220 [Native Public]

// IGizmoAxisSource (/Script/InteractiveToolsFramework.GizmoAxisSource)
    bool HasTangentVectors(); // 0x2298850 [Native Public]
    void GetTangentVectors(const FVector& TangentXOut, const FVector& TangentYOut); // 0x499c6d0 [Native Public]
    FVector GetOrigin(); // 0x499c8a0 [Native Public]
    FVector GetDirection(); // 0x499c860 [Native Public]

// IGizmoClickTarget (/Script/InteractiveToolsFramework.GizmoClickTarget)
    void UpdateHoverState(bool bHovering); // 0x499ca10 [Native Public]

// IGizmoStateTarget (/Script/InteractiveToolsFramework.GizmoStateTarget)
    void EndUpdate(); // 0x16c04c0 [Native Public]
    void BeginUpdate(); // 0x10cef30 [Native Public]

// IGizmoFloatParameterSource (/Script/InteractiveToolsFramework.GizmoFloatParameterSource)
    void SetParameter(float NewValue); // 0x499cc60 [Native Public]
    float GetParameter(); // 0x23f2730 [Native Public]
    void EndModify(); // 0x23a9b40 [Native Public]
    void BeginModify(); // 0x16c04c0 [Native Public]

// IGizmoVec2ParameterSource (/Script/InteractiveToolsFramework.GizmoVec2ParameterSource)
    void SetParameter(const FVector2D& NewValue); // 0x499ce60 [Native Public]
    FVector2D GetParameter(); // 0x499cf40 [Native Public]
    void EndModify(); // 0x23a9b40 [Native Public]
    void BeginModify(); // 0x16c04c0 [Native Public]

// ALandscapeProxy (/Script/Landscape.LandscapeProxy)
    void SetLandscapeMaterialVectorParameterValue(const FName& ParameterName, const FLinearColor& Value); // 0x38e3ed0 [Final Native Public]
    void SetLandscapeMaterialTextureParameterValue(const FName& ParameterName, UTexture* Value); // 0x38e40d0 [Final Native Public]
    void SetLandscapeMaterialScalarParameterValue(const FName& ParameterName, float Value); // 0x38e3cf0 [Final Native Public]
    bool LandscapeExportHeightmapToRenderTarget(UTextureRenderTarget2D* InRenderTarget, bool InExportHeightIntoRGChannel, bool InExportLandscapeProxies); // 0x38e3b20 [Final Native Public]
    void EditorSetLandscapeMaterial(UMaterialInterface* NewLandscapeMaterial); // 0xec5570 [Final Native Public]
    void EditorApplySpline(USplineComponent* InSplineComponent, float StartWidth, float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll, float EndRoll, int32 NumSubdivisions, bool bRaiseHeights, bool bLowerHeights, ULandscapeLayerInfoObject* PaintLayer, const FName& EditLayerName); // 0x38e4230 [Final Native Public]
    void ChangeUseTessellationComponentScreenSizeFalloff(bool InComponentScreenSizeToUseSubSections); // 0x38e4940 [Native Public]
    void ChangeTessellationComponentScreenSizeFalloff(float InUseTessellationComponentScreenSizeFalloff); // 0x38e4870 [Native Public]
    void ChangeTessellationComponentScreenSize(float InTessellationComponentScreenSize); // 0x21fc740 [Native Public]
    void ChangeLODDistanceFactor(float InLODDistanceFactor); // 0x233b020 [Native Public]
    void ChangeComponentScreenSizeToUseSubSections(float InComponentScreenSizeToUseSubSections); // 0x21fc670 [Native Public]

// ALandscapeBlueprintBrushBase (/Script/Landscape.LandscapeBlueprintBrushBase)
    void RequestLandscapeUpdate(); // 0xf824b0 [Final Native Public]
    UTextureRenderTarget2D* Render(bool InIsHeightmap, UTextureRenderTarget2D* InCombinedResult, const FName& InWeightmapLayerName); // 0x38e0bc0 [Native Event Public]
    void Initialize(FTransform& InLandscapeTransform, const FIntPoint& InLandscapeSize, const FIntPoint& InLandscapeRenderTargetSize); // 0x38e0960 [Native Event Public]
    void GetBlueprintRenderDependencies(const TArray<void>& OutStreamableAssets); // 0x274f500 [Event Public]

// ULandscapeComponent (/Script/Landscape.LandscapeComponent)
    UMaterialInstanceDynamic* GetMaterialInstanceDynamic(int32 InIndex); // 0x38e1740 [Final Native Public]
    float EditorGetPaintLayerWeightByNameAtLocation(const FVector& InLocation, const FName& InPaintLayerName); // 0x38e14a0 [Final Native Public]
    float EditorGetPaintLayerWeightAtLocation(const FVector& InLocation, ULandscapeLayerInfoObject* PaintLayer); // 0x38e15f0 [Final Native Public]

// ULandscapeHeightfieldCollisionComponent (/Script/Landscape.LandscapeHeightfieldCollisionComponent)
    ULandscapeComponent* GetRenderComponent(); // 0x38e20a0 [Final Native Public]

// ULandscapeSplinesComponent (/Script/Landscape.LandscapeSplinesComponent)
    TArray<void> GetSplineMeshComponents(); // 0x2203070 [Final Native Public]

// ULensDistortionBlueprintLibrary (/Script/LensDistortion.LensDistortionBlueprintLibrary)
    bool NotEqual_CompareLensDistortionModels(FLensDistortionCameraModel& A, FLensDistortionCameraModel& B); // 0x162cfe0 [Final Native Static Public]
    void GetUndistortOverscanFactor(FLensDistortionCameraModel& CameraModel, float DistortedHorizontalFOV, float DistortedAspectRatio, const float& UndistortOverscanFactor); // 0x162d840 [Final Native Static Public]
    bool EqualEqual_CompareLensDistortionModels(FLensDistortionCameraModel& A, FLensDistortionCameraModel& B); // 0x162d1a0 [Final Native Static Public]
    void DrawUVDisplacementToRenderTarget(UObject* WorldContextObject, FLensDistortionCameraModel& CameraModel, float DistortedHorizontalFOV, float DistortedAspectRatio, float UndistortOverscanFactor, UTextureRenderTarget2D* OutputRenderTarget, float OutputMultiply, float OutputAdd); // 0x162d360 [Final Native Static Public]

// ULevelSequence (/Script/LevelSequence.LevelSequence)
    void RemoveMetaDataByClass(TSubclassOf<UObject> InClass); // 0xec5570 [Final Native Public]
    UObject* FindOrAddMetaDataByClass(TSubclassOf<UObject> InClass); // 0x23ab770 [Final Native Public]
    UObject* FindMetaDataByClass(TSubclassOf<UObject> InClass); // 0x23ab770 [Final Native Public]
    UObject* CopyMetaData(UObject* InMetaData); // 0x23ab770 [Final Native Public]

// ALevelSequenceActor (/Script/LevelSequence.LevelSequenceActor)
    void ShowBurnin(); // 0x3d69bf0 [Final Native Public]
    void SetSequence(ULevelSequence* InSequence); // 0x3d69d70 [Final Native Public]
    void SetReplicatePlayback(bool ReplicatePlayback); // 0x3d69c80 [Final Native Public]
    void SetBindingByTag(const FName& BindingTag, const TArray<bool>& Actors, bool bAllowBindingsFromAsset); // 0x3d697e0 [Final Native Public]
    void SetBinding(const FMovieSceneObjectBindingID& Binding, const TArray<bool>& Actors, bool bAllowBindingsFromAsset); // 0x3d699d0 [Final Native Public]
    void ResetBindings(); // 0x3d68f90 [Final Native Public]
    void ResetBinding(const FMovieSceneObjectBindingID& Binding); // 0x3d68fb0 [Final Native Public]
    void RemoveBindingByTag(const FName& Tag, AActor* Actor); // 0x3d690c0 [Final Native Public]
    void RemoveBinding(const FMovieSceneObjectBindingID& Binding, AActor* Actor); // 0x3d69220 [Final Native Public]
    void OnLevelSequenceLoaded__DelegateSignature(); // 0x274f500 [Public]
    ULevelSequence* LoadSequence(); // 0x3d69e50 [Final Native Public]
    void HideBurnin(); // 0x3d69c20 [Final Native Public]
    ULevelSequencePlayer* GetSequencePlayer(); // 0x3d69c40 [Final Native Public]
    ULevelSequence* GetSequence(); // 0x3d69ed0 [Final Native Public]
    TArray<void> FindNamedBindings(const FName& Tag); // 0x3d68d00 [Final Native Public]
    FMovieSceneObjectBindingID FindNamedBinding(const FName& Tag); // 0x3d68e60 [Final Native Public]
    void AddBindingByTag(const FName& BindingTag, AActor* Actor, bool bAllowBindingsFromAsset); // 0x3d693b0 [Final Native Public]
    void AddBinding(const FMovieSceneObjectBindingID& Binding, AActor* Actor, bool bAllowBindingsFromAsset); // 0x3d695a0 [Final Native Public]

// ULevelSequencePlayer (/Script/LevelSequence.LevelSequencePlayer)
    UCameraComponent* GetActiveCameraComponent(); // 0x3d6b990 [Final Native Public]
    ULevelSequencePlayer* CreateLevelSequencePlayer(UObject* WorldContextObject, ULevelSequence* LevelSequence, const FMovieSceneSequencePlaybackSettings& Settings, const ALevelSequenceActor*& OutActor); // 0x3d6b9c0 [Final Native Static Public]

// ULevelSequenceBurnInOptions (/Script/LevelSequence.LevelSequenceBurnInOptions)
    void SetBurnIn(const FSoftClassPath& InBurnInClass); // 0x3d68b00 [Final Native Public]

// ULevelSequenceBurnIn (/Script/LevelSequence.LevelSequenceBurnIn)
    void SetSettings(UObject* InSettings); // 0x274f500 [Event Public]
    TSubclassOf<ULevelSequenceBurnInInitSettings> GetSettingsClass(); // 0x3d6a870 [Native Event Public]

// ULevelSequenceDirector (/Script/LevelSequence.LevelSequenceDirector)
    void OnCreated(); // 0x274f500 [Event Public]
    UMovieSceneSequence* GetSequence(); // 0x3d6aa30 [Final Native Public]
    TArray<void> GetBoundObjects(const FMovieSceneObjectBindingID& ObjectBinding); // 0x3d6afa0 [Final Native Public]
    UObject* GetBoundObject(const FMovieSceneObjectBindingID& ObjectBinding); // 0x3d6ad70 [Final Native Public]
    TArray<void> GetBoundActors(const FMovieSceneObjectBindingID& ObjectBinding); // 0x3d6ac20 [Final Native Public]
    AActor* GetBoundActor(const FMovieSceneObjectBindingID& ObjectBinding); // 0x3d6ab10 [Final Native Public]

// ALevelSequenceMediaController (/Script/LevelSequence.LevelSequenceMediaController)
    void SynchronizeToServer(float DesyncThresholdSeconds); // 0x3d6c220 [Final Native Public]
    void Play(); // 0x3d6c2f0 [Final Native Public]
    void OnRep_ServerStartTimeSeconds(); // 0x3d6c200 [Final Native Private]
    ALevelSequenceActor* GetSequence(); // 0x16fa0f0 [Final Native Public]
    UMediaComponent* GetMediaComponent(); // 0x21e4350 [Final Native Public]

// ULiveLinkBlueprintLibrary (/Script/LiveLink.LiveLinkBlueprintLibrary)
    void TransformNames(FSubjectFrameHandle& SubjectFrameHandle, const TArray<void>& TransformNames); // 0x159ec40 [Final Native Static Private]
    void TransformName(FLiveLinkTransform& LiveLinkTransform, const FName& Name); // 0x159d850 [Final Native Static Private]
    void SetLiveLinkSubjectEnabled(const FLiveLinkSubjectKey& SubjectKey, bool bEnabled); // 0x159bc90 [Final Native Static Public]
    bool RemoveSource(FLiveLinkSourceHandle& SourceHandle); // 0x159ca80 [Final Native Static Private]
    void ParentBoneSpaceTransform(FLiveLinkTransform& LiveLinkTransform, FTransform& Transform); // 0x159d640 [Final Native Static Private]
    int32 NumberOfTransforms(FSubjectFrameHandle& SubjectFrameHandle); // 0x159ee20 [Final Native Static Private]
    bool IsSpecificLiveLinkSubjectEnabled(const FLiveLinkSubjectKey& SubjectKey, bool bForThisFrame); // 0x159bf80 [Final Native Static Public]
    bool IsSourceStillValid(FLiveLinkSourceHandle& SourceHandle); // 0x159cc10 [Final Native Static Private]
    bool IsLiveLinkSubjectEnabled(const FLiveLinkSubjectName& SubjectName); // 0x159be50 [Final Native Static Public]
    bool HasParent(FLiveLinkTransform& LiveLinkTransform); // 0x159d2c0 [Final Native Static Private]
    void GetTransformByName(FSubjectFrameHandle& SubjectFrameHandle, const FName& TransformName, FLiveLinkTransform& LiveLinkTransform); // 0x159e530 [Final Native Static Private]
    void GetTransformByIndex(FSubjectFrameHandle& SubjectFrameHandle, int32 TransformIndex, FLiveLinkTransform& LiveLinkTransform); // 0x159e790 [Final Native Static Private]
    TSubclassOf<ULiveLinkRole> GetSpecificLiveLinkSubjectRole(const FLiveLinkSubjectKey& SubjectKey); // 0x159bb40 [Final Native Static Public]
    FText GetSourceType(FLiveLinkSourceHandle& SourceHandle); // 0x159c720 [Final Native Static Private]
    FText GetSourceStatus(FLiveLinkSourceHandle& SourceHandle); // 0x159c8d0 [Final Native Static Private]
    FText GetSourceMachineName(FLiveLinkSourceHandle& SourceHandle); // 0x159c570 [Final Native Static Private]
    void GetRootTransform(FSubjectFrameHandle& SubjectFrameHandle, FLiveLinkTransform& LiveLinkTransform); // 0x159e9f0 [Final Native Static Private]
    bool GetPropertyValue(FLiveLinkBasicBlueprintData& BasicData, const FName& PropertyName, const float& Value); // 0x159f1c0 [Final Native Static Private]
    void GetParent(FLiveLinkTransform& LiveLinkTransform, FLiveLinkTransform& Parent); // 0x159d0c0 [Final Native Static Private]
    void GetMetadata(FSubjectFrameHandle& SubjectFrameHandle, FSubjectMetadata& MetaData); // 0x159e2b0 [Final Native Static Private]
    TArray<void> GetLiveLinkSubjects(bool bIncludeDisabledSubject, bool bIncludeVirtualSubject); // 0x159c150 [Final Native Static Public]
    TSubclassOf<ULiveLinkRole> GetLiveLinkSubjectRole(const FLiveLinkSubjectName& SubjectName); // 0x159ba10 [Final Native Static Public]
    TArray<void> GetLiveLinkEnabledSubjectNames(bool bIncludeVirtualSubject); // 0x159c350 [Final Native Static Public]
    void GetCurves(FSubjectFrameHandle& SubjectFrameHandle, TMap<FName, void>& Curves); // 0x159ef40 [Final Native Static Private]
    void GetChildren(FLiveLinkTransform& LiveLinkTransform, const TArray<void>& Children); // 0x159cd40 [Final Native Static Private]
    void GetBasicData(FSubjectFrameHandle& SubjectFrameHandle, FLiveLinkBasicBlueprintData& BasicBlueprintData); // 0x159e010 [Final Native Static Private]
    bool GetAnimationStaticData(FSubjectFrameHandle& SubjectFrameHandle, FLiveLinkSkeletonStaticData& AnimationStaticData); // 0x159ddc0 [Final Native Static Private]
    bool GetAnimationFrameData(FSubjectFrameHandle& SubjectFrameHandle, FLiveLinkAnimationFrameData& AnimationFrameData); // 0x159da10 [Final Native Static Private]
    bool EvaluateLiveLinkFrameWithSpecificRole(const FLiveLinkSubjectName& SubjectName, TSubclassOf<ULiveLinkRole> Role, FLiveLinkBaseBlueprintData& OutBlueprintData); // 0x1565610 [Final Native Static Public]
    bool EvaluateLiveLinkFrameAtWorldTimeOffset(const FLiveLinkSubjectName& SubjectName, TSubclassOf<ULiveLinkRole> Role, float WorldTimeOffset, FLiveLinkBaseBlueprintData& OutBlueprintData); // 0x1565870 [Final Native Static Public]
    bool EvaluateLiveLinkFrameAtSceneTime(const FLiveLinkSubjectName& SubjectName, TSubclassOf<ULiveLinkRole> Role, const FTimecode& SceneTime, FLiveLinkBaseBlueprintData& OutBlueprintData); // 0x1565b50 [Final Native Static Public]
    bool EvaluateLiveLinkFrame(const FLiveLinkSubjectRepresentation& SubjectRepresentation, FLiveLinkBaseBlueprintData& OutBlueprintData); // 0x1565450 [Final Native Static Public]
    void ComponentSpaceTransform(FLiveLinkTransform& LiveLinkTransform, FTransform& Transform); // 0x159d420 [Final Native Static Private]
    int32 ChildCount(FLiveLinkTransform& LiveLinkTransform); // 0x159cf60 [Final Native Static Private]

// ULiveLinkBlueprintVirtualSubject (/Script/LiveLink.LiveLinkBlueprintVirtualSubject)
    bool UpdateVirtualSubjectStaticData_Internal(FLiveLinkBaseStaticData& InStruct); // 0x1589830 [Final Native Public]
    bool UpdateVirtualSubjectFrameData_Internal(FLiveLinkBaseFrameData& InStruct, bool bInShouldStampCurrentTime); // 0x1589980 [Final Native Public]
    void OnUpdate(); // 0x274f500 [Event Public]
    void OnInitialize(); // 0x274f500 [Event Public]

// ULiveLinkComponent (/Script/LiveLink.LiveLinkComponent)
    void GetSubjectDataAtWorldTime(const FName& SubjectName, float WorldTime, const bool& bSuccess, FSubjectFrameHandle& SubjectFrameHandle); // 0x15a0130 [Final Native Public]
    void GetSubjectDataAtSceneTime(const FName& SubjectName, const FTimecode& SceneTime, const bool& bSuccess, FSubjectFrameHandle& SubjectFrameHandle); // 0x159fe30 [Final Native Public]
    void GetSubjectData(const FName& SubjectName, const bool& bSuccess, FSubjectFrameHandle& SubjectFrameHandle); // 0x15a0410 [Final Native Public]
    void GetAvailableSubjectNames(const TArray<void>& SubjectNames); // 0x15a0630 [Final Native Public]

// ULiveLinkInstance (/Script/LiveLink.LiveLinkInstance)
    void SetSubject(const FLiveLinkSubjectName& SubjectName); // 0x15a0cb0 [Final Native Public]
    void SetRetargetAsset(TSubclassOf<ULiveLinkRetargetAsset> RetargetAsset); // 0x15a0b40 [Final Native Public]

// ULiveLinkMessageBusFinder (/Script/LiveLink.LiveLinkMessageBusFinder)
    void GetAvailableProviders(UObject* WorldContextObject, const FLatentActionInfo& LatentInfo, float Duration, const TArray<void>& AvailableProviders); // 0x15a1230 [Final Native Public]
    ULiveLinkMessageBusFinder* ConstructMessageBusFinder(); // 0x15a0fc0 [Final Native Static Public]
    void ConnectToProvider(FProviderPollResult& Provider, FLiveLinkSourceHandle& SourceHandle); // 0x15a1040 [Final Native Static Public]

// ULiveLinkPreset (/Script/LiveLink.LiveLinkPreset)
    void BuildFromClient(); // 0x15a16e0 [Final Native Public]
    bool ApplyToClient(); // 0x15a17f0 [Final Native Public]
    bool AddToClient(bool bRecreatePresets); // 0x15a1700 [Final Native Public]

// ULiveLinkRemapAsset (/Script/LiveLink.LiveLinkRemapAsset)
    void RemapCurveElements(TMap<FName, void>& CurveItems); // 0x15a1920 [Native Event Public]
    FName GetRemappedCurveName(const FName& CurveName); // 0x15a1ab0 [Native Event Public]
    FName GetRemappedBoneName(const FName& BoneName); // 0x15a1b90 [Native Event Public]

// UMeshReconstructorBase (/Script/MRMesh.MeshReconstructorBase)
    void StopReconstruction(); // 0x10ce7c0 [Native Public]
    void StartReconstruction(); // 0x15e0eb0 [Native Public]
    void PauseReconstruction(); // 0x15e0ff0 [Native Public]
    bool IsReconstructionStarted(); // 0x3611720 [Native Public]
    bool IsReconstructionPaused(); // 0x36116f0 [Native Public]
    void DisconnectMRMesh(); // 0x36115f0 [Native Public]
    void ConnectMRMesh(UMRMeshComponent* Mesh); // 0x3611610 [Native Public]

// UMockDataMeshTrackerComponent (/Script/MRMesh.MockDataMeshTrackerComponent)
    void OnMockDataMeshTrackerUpdated__DelegateSignature(int32 Index, const TArray<TArray<TArray<TArray<void>>>>& Vertices, const TArray<TArray<TArray<void>>>& Triangles, const TArray<TArray<void>>& Normals, const TArray<void>& Confidence); // 0x274f500 [Public]
    void DisconnectMRMesh(UMRMeshComponent* InMRMeshPtr); // 0x3611ad0 [Final Native Public]
    void ConnectMRMesh(UMRMeshComponent* InMRMeshPtr); // 0x3611bc0 [Final Native Public]

// UMRMeshComponent (/Script/MRMesh.MRMeshComponent)
    void SetWireframeMaterial(UMaterialInterface* InMaterial); // 0x14a67c0 [Native Public]
    void SetWireframeColor(const FLinearColor& InColor); // 0x3611ea0 [Final Native Public]
    void SetUseWireframe(bool bUseWireframe); // 0x3611fa0 [Final Native Public]
    void SetEnableMeshOcclusion(bool bEnable); // 0x36120c0 [Final Native Public]
    bool IsConnected(); // 0x3612200 [Final Native Public]
    FLinearColor GetWireframeColor(); // 0x3611e70 [Final Native Public]
    bool GetUseWireframe(); // 0x3611f80 [Final Native Public]
    bool GetEnableMeshOcclusion(); // 0x36120a0 [Final Native Public]
    void ForceNavMeshUpdate(); // 0x36121d0 [Final Native Public]
    void Clear(); // 0x36121a0 [Final Native Public]

// UMediaSource (/Script/MediaAssets.MediaSource)
    bool Validate(); // 0x16c1fd0 [Native Public]
    void SetMediaOptionString(const FName& Key, const FString& Value); // 0x3d5aaf0 [Final Native Public]
    void SetMediaOptionInt64(const FName& Key, int64 Value); // 0x3d5ace0 [Final Native Public]
    void SetMediaOptionFloat(const FName& Key, float Value); // 0x3d5ae80 [Final Native Public]
    void SetMediaOptionBool(const FName& Key, bool Value); // 0x3d5b020 [Final Native Public]
    FString GetUrl(); // 0x164f950 [Native Public]

// UFileMediaSource (/Script/MediaAssets.FileMediaSource)
    void SetFilePath(const FString& Path); // 0x3d507c0 [Final Native Public]

// UMediaBlueprintFunctionLibrary (/Script/MediaAssets.MediaBlueprintFunctionLibrary)
    void EnumerateWebcamCaptureDevices(const TArray<int32>& OutDevices, int32 Filter); // 0x3d51190 [Final Native Static Public]
    void EnumerateVideoCaptureDevices(const TArray<int32>& OutDevices, int32 Filter); // 0x3d51380 [Final Native Static Public]
    void EnumerateAudioCaptureDevices(const TArray<int32>& OutDevices, int32 Filter); // 0x3d51570 [Final Native Static Public]

// UMediaComponent (/Script/MediaAssets.MediaComponent)
    UMediaTexture* GetMediaTexture(); // 0x3d51900 [Final Native Public]
    UMediaPlayer* GetMediaPlayer(); // 0x15e6060 [Final Native Public]

// UMediaPlayer (/Script/MediaAssets.MediaPlayer)
    bool SupportsSeeking(); // 0x3d51bb0 [Final Native Public]
    bool SupportsScrubbing(); // 0x3d51be0 [Final Native Public]
    bool SupportsRate(float Rate, bool Unthinned); // 0x3d51ce0 [Final Native Public]
    bool SetViewRotation(const FRotator& Rotation, bool Absolute); // 0x3d51f90 [Final Native Public]
    bool SetViewField(float Horizontal, float Vertical, bool Absolute); // 0x3d52160 [Final Native Public]
    bool SetVideoTrackFrameRate(int32 TrackIndex, int32 FormatIndex, float FrameRate); // 0x3d52380 [Final Native Public]
    bool SetTrackFormat(const EMediaPlayerTrack& TrackType, int32 TrackIndex, int32 FormatIndex); // 0x3d525b0 [Final Native Public]
    void SetTimeDelay(const FTimespan& TimeDelay); // 0x3d51ec0 [Final Native Public]
    bool SetRate(float Rate); // 0x3d528d0 [Final Native Public]
    bool SetNativeVolume(float Volume); // 0x3d527c0 [Final Native Public]
    void SetMediaOptions(UMediaSource* Options); // 0xec5570 [Final Native Public]
    bool SetLooping(bool Looping); // 0x3d529c0 [Final Native Public]
    void SetDesiredPlayerName(const FName& PlayerName); // 0x3d52ab0 [Final Native Public]
    void SetBlockOnTime(const FTimespan& Time); // 0x3d52b90 [Final Native Public]
    bool SelectTrack(const EMediaPlayerTrack& TrackType, int32 TrackIndex); // 0x3d52d40 [Final Native Public]
    bool Seek(const FTimespan& Time); // 0x3d52ee0 [Final Native Public]
    bool Rewind(); // 0x3d52fd0 [Final Native Public]
    bool Reopen(); // 0x3d53080 [Final Native Public]
    bool Previous(); // 0x3d530c0 [Final Native Public]
    void PlayAndSeek(); // 0x3d53250 [Final Native Public]
    bool Play(); // 0x3d53270 [Final Native Public]
    bool Pause(); // 0x3d532b0 [Final Native Public]
    bool OpenUrl(const FString& URL); // 0x3d532f0 [Final Native Public]
    bool OpenSourceWithOptions(UMediaSource* MediaSource, FMediaPlayerOptions& Options); // 0x3d53880 [Final Native Public]
    void OpenSourceLatent(UObject* WorldContextObject, const FLatentActionInfo& LatentInfo, UMediaSource* MediaSource, FMediaPlayerOptions& Options, const bool& bSuccess); // 0x3d53540 [Final Native Public]
    bool OpenSource(UMediaSource* MediaSource); // 0x3d53ae0 [Final Native Public]
    bool OpenPlaylistIndex(UMediaPlaylist* InPlaylist, int32 Index); // 0x3d53cb0 [Final Native Public]
    bool OpenPlaylist(UMediaPlaylist* InPlaylist); // 0x3d53eb0 [Final Native Public]
    bool OpenFile(const FString& FilePath); // 0x3d54040 [Final Native Public]
    bool Next(); // 0x3d546f0 [Final Native Public]
    bool IsReady(); // 0x3d54720 [Final Native Public]
    bool IsPreparing(); // 0x3d54780 [Final Native Public]
    bool IsPlaying(); // 0x3d547c0 [Final Native Public]
    bool IsPaused(); // 0x3d54800 [Final Native Public]
    bool IsLooping(); // 0x3d54830 [Final Native Public]
    bool IsConnecting(); // 0x3d54860 [Final Native Public]
    bool IsClosed(); // 0x3d54750 [Final Native Public]
    bool IsBuffering(); // 0x3d54960 [Final Native Public]
    bool HasError(); // 0x3d54a60 [Final Native Public]
    FRotator GetViewRotation(); // 0x3d54ad0 [Final Native Public]
    FString GetVideoTrackType(int32 TrackIndex, int32 FormatIndex); // 0x3d54c10 [Final Native Public]
    FFloatRange GetVideoTrackFrameRates(int32 TrackIndex, int32 FormatIndex); // 0x3d54ed0 [Final Native Public]
    float GetVideoTrackFrameRate(int32 TrackIndex, int32 FormatIndex); // 0x3d550d0 [Final Native Public]
    FIntPoint GetVideoTrackDimensions(int32 TrackIndex, int32 FormatIndex); // 0x3d552e0 [Final Native Public]
    float GetVideoTrackAspectRatio(int32 TrackIndex, int32 FormatIndex); // 0x3d55500 [Final Native Public]
    float GetVerticalFieldOfView(); // 0x3d55730 [Final Native Public]
    FString GetUrl(); // 0x3d55860 [Final Native Public]
    FString GetTrackLanguage(const EMediaPlayerTrack& TrackType, int32 TrackIndex); // 0x3d55890 [Final Native Public]
    int32 GetTrackFormat(const EMediaPlayerTrack& TrackType, int32 TrackIndex); // 0x3d55ac0 [Final Native Public]
    FText GetTrackDisplayName(const EMediaPlayerTrack& TrackType, int32 TrackIndex); // 0x3d55c30 [Final Native Public]
    UMediaTimeStampInfo* GetTimeStamp(); // 0x3d55e90 [Final Native Public]
    FTimespan GetTimeDelay(); // 0x3d54aa0 [Final Native Public]
    FTimespan GetTime(); // 0x3d55f50 [Final Native Public]
    void GetSupportedRates(const TArray<bool>& OutRates, bool Unthinned); // 0x3d55f90 [Final Native Public]
    int32 GetSelectedTrack(const EMediaPlayerTrack& TrackType); // 0x3d56120 [Final Native Public]
    float GetRate(); // 0x3d56200 [Final Native Public]
    int32 GetPlaylistIndex(); // 0x3d56240 [Final Native Public]
    UMediaPlaylist* GetPlaylist(); // 0x3d51900 [Final Native Public]
    FName GetPlayerName(); // 0x3d56260 [Final Native Public]
    int32 GetNumTracks(const EMediaPlayerTrack& TrackType); // 0x3d56550 [Final Native Public]
    int32 GetNumTrackFormats(const EMediaPlayerTrack& TrackType, int32 TrackIndex); // 0x3d56340 [Final Native Public]
    FText GetMediaName(); // 0x3d566e0 [Native Public]
    float GetHorizontalFieldOfView(); // 0x3d56780 [Final Native Public]
    FTimespan GetDuration(); // 0x3d568b0 [Final Native Public]
    FName GetDesiredPlayerName(); // 0x3d56990 [Final Native Public]
    FString GetAudioTrackType(int32 TrackIndex, int32 FormatIndex); // 0x3d569c0 [Final Native Public]
    int32 GetAudioTrackSampleRate(int32 TrackIndex, int32 FormatIndex); // 0x3d56c60 [Final Native Public]
    int32 GetAudioTrackChannels(int32 TrackIndex, int32 FormatIndex); // 0x3d56e40 [Final Native Public]
    void Close(); // 0x3d57020 [Final Native Public]
    bool CanPlayUrl(const FString& URL); // 0x3d57040 [Final Native Public]
    bool CanPlaySource(UMediaSource* MediaSource); // 0x3d57180 [Final Native Public]
    bool CanPause(); // 0x3d572b0 [Final Native Public]

// UMediaPlaylist (/Script/MediaAssets.MediaPlaylist)
    bool Replace(int32 Index, UMediaSource* Replacement); // 0x3d581b0 [Final Native Public]
    bool RemoveAt(int32 Index); // 0x3d58330 [Final Native Public]
    bool Remove(UMediaSource* MediaSource); // 0x3d58460 [Final Native Public]
    int32 Num(); // 0x3d58630 [Final Native Public]
    void Insert(UMediaSource* MediaSource, int32 Index); // 0x3d58650 [Final Native Public]
    UMediaSource* GetRandom(const int32& OutIndex); // 0x3d58800 [Final Native Public]
    UMediaSource* GetPrevious(const int32& InOutIndex); // 0x3d588f0 [Final Native Public]
    UMediaSource* GetNext(const int32& InOutIndex); // 0x3d58a20 [Final Native Public]
    UMediaSource* Get(int32 Index); // 0x3d58b60 [Final Native Public]
    bool AddUrl(const FString& URL); // 0x3d58c70 [Final Native Public]
    bool AddFile(const FString& FilePath); // 0x3d58ea0 [Final Native Public]
    bool Add(UMediaSource* MediaSource); // 0x3d59540 [Final Native Public]

// UMediaSoundComponent (/Script/MediaAssets.MediaSoundComponent)
    void SetSpectralAnalysisSettings(const TArray<EMediaSoundComponentFFTSize>& InFrequenciesToAnalyze, const EMediaSoundComponentFFTSize& InFFTSize); // 0x3d5a270 [Final Native Public]
    void SetMediaPlayer(UMediaPlayer* NewMediaPlayer); // 0x3d5a570 [Final Native Public]
    void SetEnvelopeFollowingsettings(int32 AttackTimeMsec, int32 ReleaseTimeMsec); // 0x3d59c40 [Final Native Public]
    void SetEnableSpectralAnalysis(bool bInSpectralAnalysisEnabled); // 0x3d5a490 [Final Native Public]
    void SetEnableEnvelopeFollowing(bool bInEnvelopeFollowing); // 0x3d59dc0 [Final Native Public]
    TArray<void> GetSpectralData(); // 0x3d5a0d0 [Final Native Public]
    TArray<void> GetNormalizedSpectralData(); // 0x3d59ec0 [Final Native Public]
    UMediaPlayer* GetMediaPlayer(); // 0x3d5a710 [Final Native Public]
    float GetEnvelopeValue(); // 0x3d59c20 [Final Native Public]
    bool BP_GetAttenuationSettingsToApply(FSoundAttenuationSettings& OutAttenuationSettings); // 0x3d5a740 [Final Native Public]

// UMediaTexture (/Script/MediaAssets.MediaTexture)
    void SetMediaPlayer(UMediaPlayer* NewMediaPlayer); // 0x3d5b530 [Final Native Public]
    int32 GetWidth(); // 0x3d5b710 [Final Native Public]
    int32 GetTextureNumMips(); // 0x3d5b6f0 [Final Native Public]
    UMediaPlayer* GetMediaPlayer(); // 0x3d5b6c0 [Final Native Public]
    int32 GetHeight(); // 0x3d5b730 [Final Native Public]
    float GetAspectRatio(); // 0x3d5b750 [Final Native Public]

// UMediaCapture (/Script/MediaIOCore.MediaCapture)
    bool UpdateTextureRenderTarget2D(UTextureRenderTarget2D* RenderTarget); // 0x16366e0 [Final Native Public]
    void StopCapture(bool bAllowPendingFrameToBeProcess); // 0x1636600 [Final Native Public]
    void SetMediaOutput(UMediaOutput* InMediaOutput); // 0x16364f0 [Final Native Public]
    EMediaCaptureState GetState(); // 0x16365d0 [Native Public]
    FIntPoint GetDesiredSize(); // 0x16364c0 [Final Native Public]
    uint8 GetDesiredPixelFormat(); // 0x16364a0 [Final Native Public]
    bool CaptureTextureRenderTarget2D(UTextureRenderTarget2D* RenderTarget, const FMediaCaptureOptions& CaptureOptions); // 0x16367d0 [Final Native Public]
    bool CaptureActiveSceneViewport(const FMediaCaptureOptions& CaptureOptions); // 0x1636960 [Final Native Public]

// UMediaOutput (/Script/MediaIOCore.MediaOutput)
    bool Validate(const FString& OutFailureReason); // 0x1637940 [Native Public]
    UMediaCapture* CreateMediaCapture(); // 0x1637a50 [Final Native Public]

// UMercunaNavigationComponent (/Script/Mercuna.MercunaNavigationComponent)
    void TrackActor(AActor* Actor, float Distance, float Speed); // 0x110dae0 [Final Native Public]
    void Stop(); // 0x110dab0 [Final Native Public]
    void SetUsageFlags(FMercunaPawnUsageFlags& UsageFlags); // 0x110c6f0 [Final Native Public]
    void SetNavOctree(AMercunaNavOctree* NavOctree); // 0x110c810 [Final Native Public]
    void SetEnabled(bool bEnable); // 0x110cf20 [Final Native Public]
    void SetAvoidanceAgainst(AActor* Actor, bool Enable); // 0x110cbf0 [Final Native Public]
    void ResumeNavigation(); // 0x110ce30 [Final Native Public]
    void PauseNavigation(); // 0x110ce50 [Final Native Public]
    void MoveToLocations(const TArray<float>& Destinations, float EndDistance, float Speed, bool UsePartialPath); // 0x110df60 [Final Native Public]
    void MoveToLocation(const FVector& Destination, float EndDistance, float Speed, bool UsePartialPath); // 0x110e210 [Final Native Public]
    void MoveToActor(AActor* Actor, float EndDistance, float Speed, bool UsePartialPath); // 0x110dcd0 [Final Native Public]
    void MercunaMoveComplete__DelegateSignature(const FAIRequestID& RequestID, uint8 Result); // 0x274f500 [Public]
    void LookInDirection(const FVector& Direction, float MaxPitch); // 0x110d2c0 [Final Native Public]
    void LookAt(AActor* Actor, float MaxPitch); // 0x110d4b0 [Final Native Public]
    void IsReachable(const FVector& Point, const bool& success, UObject* WorldContextObject, const FLatentActionInfo& LatentInfo); // 0x110d000 [Final Native Public]
    void GetPathInfo(const bool& Valid, const float& DistanceToEnd, const FVector& NextPathPoint, const bool& bIsFinalPoint); // 0x110d610 [Final Native Public]
    AMercunaNavOctree* GetNavOctree(); // 0x110c7f0 [Final Native Public]
    void ConfigureMovement(bool bUsePathfinding, bool bUseDynamicAvoidance); // 0x110ca40 [Final Native Public]
    void Configure(FMercunaNavigationConfiguration& NewConfiguration); // 0x110c8f0 [Final Native Public]
    void ClearAvoidanceExclusions(); // 0x110cbc0 [Final Native Public]
    void CheckReachable(const FVector& Point, const bool& success, UObject* WorldContextObject, const FLatentActionInfo& LatentInfo); // 0x110d000 [Final Native Public]
    void CancelMovement(); // 0x110d990 [Final Native Public]
    void CancelLookAt(); // 0x110d2a0 [Final Native Public]
    void AddDestinationLocation(const FVector& NextDestination); // 0x110d9c0 [Final Native Public]

// UMercunaMoveToProxy (/Script/Mercuna.MercunaMoveToProxy)
    void OnMoveComplete(const FAIRequestID& RequestID, uint8 Result); // 0x110e9a0 [Final Native Private]
    UMercunaMoveToProxy* MercunaMoveToLocations(UObject* WorldContextObject, const APawn*& Pawn, const TArray<float>& Destinations, float EndDistance, float Speed, bool UsePartialPath); // 0x110ef10 [Final Native Static Public]
    UMercunaMoveToProxy* MercunaMoveToLocation(UObject* WorldContextObject, APawn* Pawn, const FVector& Destination, float EndDistance, float Speed, bool UsePartialPath); // 0x110f320 [Final Native Static Public]
    UMercunaMoveToProxy* MercunaMoveToActor(UObject* WorldContextObject, APawn* Pawn, AActor* Actor, float EndDistance, float Speed, bool UsePartialPath); // 0x110eb10 [Final Native Static Public]

// UMercunaTrackActorProxy (/Script/Mercuna.MercunaTrackActorProxy)
    void OnMoveComplete(const FAIRequestID& RequestID, uint8 Result); // 0x110f850 [Final Native Private]
    UMercunaTrackActorProxy* MercunaTrackActor(UObject* WorldContextObject, APawn* Pawn, AActor* Actor, float Distance, float Speed); // 0x110f9c0 [Final Native Static Public]

// AMercunaNavModifierVolume (/Script/Mercuna.MercunaNavModifierVolume)
    void SetUsageTypes(FMercunaNavUsageTypes& NewUsageTypes); // 0x110ffd0 [Final Native Public]
    void SetSize(const FVector& Size); // 0x11104a0 [Final Native Public]
    void SetLocationAndSize(const FVector& Location, const FVector& Size); // 0x1110210 [Final Native Public]
    void SetLocation(const FVector& Location); // 0x1110690 [Final Native Public]
    void SetEnabled(bool Enabled); // 0x11100f0 [Final Native Public]
    void SetCostMultiplier(float NewCostMultiplier); // 0x110fec0 [Final Native Public]
    void AddToOctree(AMercunaNavOctree* NavOctree); // 0x110fde0 [Final Native Public]

// AMercunaNavOctree (/Script/Mercuna.MercunaNavOctree)
    void UpdateModifierVolumeParams(AMercunaNavModifierVolume* ModifierVolume); // 0x1110b60 [Final Native Public]
    void SetNavigationRotation(const FRotator& Rotation); // 0x1110f70 [Final Native Public]
    void RemoveModifierVolume(AMercunaNavModifierVolume* ModifierVolume); // 0x1110a80 [Final Native Public]
    void RebuildVolumes(const TArray<bool>& Volumes, bool StagedBuild); // 0x1110c60 [Final Native Public]
    void RebuildVolume(AActor* Volume, bool StagedBuild); // 0x1110df0 [Final Native Public]
    void Raycast(const FVector& Start, const FVector& End, float NavigationRadius, const FVector& HitPosition, const bool& RayHit); // 0x1112450 [Final Native Public]
    void MercunaRebuildComplete__DelegateSignature(AActor* Volume); // 0x274f500 [Public]
    void MercunaLoadComplete__DelegateSignature(); // 0x274f500 [Public]
    void MercunaBuildComplete__DelegateSignature(); // 0x274f500 [Public]
    bool IsReachableSingle(const FVector& Start, const FVector& End, float NavigationRadius, float MaxPathLength); // 0x1111b80 [Final Native Public]
    bool IsReachable(const FVector& Start, const FVector& End, float NavigationRadius, float MaxPathLength); // 0x1111e80 [Final Native Public]
    void IsNavigableMulti(const TArray<float>& Positions, float NavigationRadius, const TArray<void>& Results); // 0x1112aa0 [Final Native Public]
    void IsNavigable(const FVector& Position, float NavigationRadius, const bool& Result); // 0x1112cc0 [Final Native Public]
    UMercunaSpline* FindSplineToLocation(const FVector& Start, const FVector& End, float NavigationRadius, float MaxSpeed, float MaxAcceleration, bool AllowPartial, float MaxPathLength); // 0x1111060 [Final Native Public]
    UMercunaPath* FindPathToLocation(const FVector& Start, const FVector& End, float NavigationRadius, bool AllowPartial, float MaxPathLength); // 0x1111830 [Final Native Public]
    UMercunaPath* FindPathToActor(const FVector& Start, AActor* GoalActor, float NavigationRadius, bool AllowPartial, float MaxPathLength); // 0x11114e0 [Final Native Public]
    void ClampToNavigable(const FVector& Position, float NavigationRadius, float SearchRadius, const FVector& ClampedPosition, const bool& Result); // 0x1112760 [Final Native Public]
    void CheckReachable(const FVector& Start, const FVector& End, float NavigationRadius, float MaxPathLength, const bool& Result); // 0x1112140 [Final Native Public]
    void Build(); // 0x1110f50 [Final Native Public]

// AMercunaNavTestingActor (/Script/Mercuna.MercunaNavTestingActor)
    void OnSplineUpdate(uint8 SplineEvent); // 0x1113320 [Final Native Protected]
    void OnOctreeBuildComplete(); // 0x1113300 [Final Native Protected]

// AMercunaNavVolume (/Script/Mercuna.MercunaNavVolume)
    void SetSize(const FVector& Size); // 0x1113800 [Final Native Public]
    void SetNavigationRotation(const FRotator& Rotation); // 0x1113710 [Final Native Public]
    void AddToOctree(AMercunaNavOctree* NavOctree); // 0x1113630 [Final Native Public]

// UMercunaObstacleComponent (/Script/Mercuna.MercunaObstacleComponent)
    void ResetToAutomatic(); // 0x1113a80 [Final Native Public]

// UMercunaClampToNavigableProxy (/Script/Mercuna.MercunaClampToNavigableProxy)
    UMercunaClampToNavigableProxy* MercunaClampToNavigable(UObject* WorldContextObject, const FVector& Position, float NavigationRadius, float SearchRadius); // 0x1113ba0 [Final Native Static Public]

// UMercunaRaycastProxy (/Script/Mercuna.MercunaRaycastProxy)
    UMercunaRaycastProxy* MercunaRaycast(UObject* WorldContextObject, const FVector& Start, const FVector& End, float NavigationRadius); // 0x1113f30 [Final Native Static Public]

// UMercunaPath (/Script/Mercuna.MercunaPath)
    bool IsValid(); // 0x1114840 [Final Native Public]
    bool IsReady(); // 0x1114880 [Final Native Public]
    bool IsPartial(); // 0x1114800 [Final Native Public]
    FVector GetPoint(int32 I); // 0x1114630 [Final Native Public]
    float GetPathLength(); // 0x1114780 [Final Native Public]
    int32 GetNumPoints(); // 0x11147c0 [Final Native Public]
    void GetDebugInfo(const int32& nodesUsed, const bool& bOutOfNodes, const float& queryTime); // 0x11143f0 [Final Native Public]

// UMercunaSpline (/Script/Mercuna.MercunaSpline)
    bool IsValid(); // 0x1114f10 [Final Native Public]
    bool IsReady(); // 0x1114f60 [Final Native Public]
    bool IsPartial(); // 0x1114ec0 [Final Native Public]
    TArray<void> GetSplinePoints(); // 0x1114ba0 [Final Native Public]
    FVector GetPathPoint(int32 I); // 0x1114c20 [Final Native Public]
    int32 GetNumPathPoints(); // 0x1114e50 [Final Native Public]
    float GetLength(); // 0x1114e10 [Final Native Public]

// UMercunaTask_MoveTo (/Script/Mercuna.MercunaTask_MoveTo)
    void OnMoveComplete(const FAIRequestID& RequestID, uint8 Result); // 0x11151a0 [Final Native Protected]
    UMercunaTask_MoveTo* MercunaMoveTo(AAIController* Controller, const FVector& GoalLocation, AActor* GoalActor, float EndDistance, bool AcceptPartialPath, bool bLockAILogic); // 0x1115360 [Final Native Static Public]

// UMercuna3DMovementComponent (/Script/Mercuna3DMovement.Mercuna3DMovementComponent)
    void SetVelocity(const FVector& NewVelocity); // 0x1177c50 [Final Native Public]
    void SetAngularVelocity(const FVector& NewAngVel); // 0x1177b60 [Final Native Public]
    FVector GetLocalVelocity(); // 0x1177d50 [Final Native Public]
    FRotator GetLocalRotationRate(); // 0x1177a30 [Final Native Public]
    void AddImpulse(const FVector& Impulse); // 0x1177a80 [Final Native Public]

// UMeshDescriptionBase (/Script/MeshDescription.MeshDescriptionBase)
    void SetVertexPosition(const FVertexID& VertexID, const FVector& Position); // 0x3cf23f0 [Final Native Public]
    void SetPolygonVertexInstance(const FPolygonID& PolygonID, int32 PerimeterIndex, const FVertexInstanceID& VertexInstanceID); // 0x3cee830 [Final Native Public]
    void SetPolygonPolygonGroup(const FPolygonID& PolygonID, const FPolygonGroupID& PolygonGroupID); // 0x3cee640 [Final Native Public]
    void ReversePolygonFacing(const FPolygonID& PolygonID); // 0x3cee530 [Final Native Public]
    void ReserveNewVertices(int32 NumberOfNewVertices); // 0x3cf6700 [Final Native Public]
    void ReserveNewVertexInstances(int32 NumberOfNewVertexInstances); // 0x3cf5bf0 [Final Native Public]
    void ReserveNewTriangles(int32 NumberOfNewTriangles); // 0x3cf5330 [Final Native Public]
    void ReserveNewPolygons(int32 NumberOfNewPolygons); // 0x3cf4740 [Final Native Public]
    void ReserveNewPolygonGroups(int32 NumberOfNewPolygonGroups); // 0x3cf3bd0 [Final Native Public]
    void ReserveNewEdges(int32 NumberOfNewEdges); // 0x3cf5bf0 [Final Native Public]
    bool IsVertexValid(const FVertexID& VertexID); // 0x3cf62f0 [Final Native Public]
    bool IsVertexOrphaned(const FVertexID& VertexID); // 0x3cf3640 [Final Native Public]
    bool IsVertexInstanceValid(const FVertexInstanceID& VertexInstanceID); // 0x3cf5cd0 [Final Native Public]
    bool IsTriangleValid(const FTriangleID& TriangleID); // 0x3cf4820 [Final Native Public]
    bool IsTrianglePartOfNgon(const FTriangleID& TriangleID); // 0x3cf0940 [Final Native Public]
    bool IsPolygonValid(const FPolygonID& PolygonID); // 0x3cf3cb0 [Final Native Public]
    bool IsPolygonGroupValid(const FPolygonGroupID& PolygonGroupID); // 0x3cf37c0 [Final Native Public]
    bool IsEmpty(); // 0x3cf67e0 [Final Native Public]
    bool IsEdgeValid(const FEdgeID& EdgeID); // 0x3cf5410 [Final Native Public]
    bool IsEdgeInternalToPolygon(const FEdgeID& EdgeID, const FPolygonID& PolygonID); // 0x3cf16f0 [Final Native Public]
    bool IsEdgeInternal(const FEdgeID& EdgeID); // 0x3cf1920 [Final Native Public]
    void GetVertexVertexInstances(const FVertexID& VertexID, const TArray<void>& OutVertexInstanceIDs); // 0x3cf2f50 [Final Native Public]
    FVector GetVertexPosition(const FVertexID& VertexID); // 0x3cf2590 [Final Native Public]
    FEdgeID GetVertexPairEdge(const FVertexID& VertexID0, const FVertexID& VertexID1); // 0x3cf33f0 [Final Native Public]
    FVertexID GetVertexInstanceVertex(const FVertexInstanceID& VertexInstanceID); // 0x3cf22c0 [Final Native Public]
    FEdgeID GetVertexInstancePairEdge(const FVertexInstanceID& VertexInstanceID0, const FVertexInstanceID& VertexInstanceID1); // 0x3cf2060 [Final Native Public]
    FVertexInstanceID GetVertexInstanceForTriangleVertex(const FTriangleID& TriangleID, const FVertexID& VertexID); // 0x3cefc60 [Final Native Public]
    FVertexInstanceID GetVertexInstanceForPolygonVertex(const FPolygonID& PolygonID, const FVertexID& VertexID); // 0x3ceeac0 [Final Native Public]
    void GetVertexInstanceConnectedTriangles(const FVertexInstanceID& VertexInstanceID, const TArray<void>& OutConnectedTriangleIDs); // 0x3cf1ea0 [Final Native Public]
    void GetVertexInstanceConnectedPolygons(const FVertexInstanceID& VertexInstanceID, const TArray<void>& OutConnectedPolygonIDs); // 0x3cf1bc0 [Final Native Public]
    void GetVertexConnectedTriangles(const FVertexID& VertexID, const TArray<void>& OutConnectedTriangleIDs); // 0x3cf2cb0 [Final Native Public]
    void GetVertexConnectedPolygons(const FVertexID& VertexID, const TArray<void>& OutConnectedPolygonIDs); // 0x3cf29b0 [Final Native Public]
    void GetVertexConnectedEdges(const FVertexID& VertexID, const TArray<void>& OutEdgeIDs); // 0x3cf3230 [Final Native Public]
    void GetVertexAdjacentVertices(const FVertexID& VertexID, const TArray<void>& OutAdjacentVertexIDs); // 0x3cf2720 [Final Native Public]
    void GetTriangleVertices(const FTriangleID& TriangleID, const TArray<void>& OutVertexIDs); // 0x3cf0350 [Final Native Public]
    void GetTriangleVertexInstances(const FTriangleID& TriangleID, const TArray<void>& OutVertexInstanceIDs); // 0x3cf0750 [Final Native Public]
    FVertexInstanceID GetTriangleVertexInstance(const FTriangleID& TriangleID, int32 Index); // 0x3cf0590 [Final Native Public]
    FPolygonGroupID GetTrianglePolygonGroup(const FTriangleID& TriangleID); // 0x3cf0a90 [Final Native Public]
    FPolygonID GetTrianglePolygon(const FTriangleID& TriangleID); // 0x3cf0be0 [Final Native Public]
    void GetTriangleEdges(const FTriangleID& TriangleID, const TArray<void>& OutEdgeIDs); // 0x3cf0140 [Final Native Public]
    void GetTriangleAdjacentTriangles(const FTriangleID& TriangleID, const TArray<void>& OutTriangleIDs); // 0x3cefe70 [Final Native Public]
    void GetPolygonVertices(const FPolygonID& PolygonID, const TArray<void>& OutVertexIDs); // 0x3cef490 [Final Native Public]
    void GetPolygonVertexInstances(const FPolygonID& PolygonID, const TArray<void>& OutVertexInstanceIDs); // 0x3cef790 [Final Native Public]
    void GetPolygonTriangles(const FPolygonID& PolygonID, const TArray<void>& OutTriangleIDs); // 0x3cefa90 [Final Native Public]
    FPolygonGroupID GetPolygonPolygonGroup(const FPolygonID& PolygonID); // 0x3ceecd0 [Final Native Public]
    void GetPolygonPerimeterEdges(const FPolygonID& PolygonID, const TArray<void>& OutEdgeIDs); // 0x3cef2d0 [Final Native Public]
    void GetPolygonInternalEdges(const FPolygonID& PolygonID, const TArray<void>& OutEdgeIDs); // 0x3cef110 [Final Native Public]
    void GetPolygonGroupPolygons(const FPolygonGroupID& PolygonGroupID, const TArray<void>& OutPolygonIDs); // 0x3cee260 [Final Native Public]
    void GetPolygonAdjacentPolygons(const FPolygonID& PolygonID, const TArray<void>& OutPolygonIDs); // 0x3ceee10 [Final Native Public]
    int32 GetNumVertexVertexInstances(const FVertexID& VertexID); // 0x3cf2e20 [Final Native Public]
    int32 GetNumVertexInstanceConnectedTriangles(const FVertexInstanceID& VertexInstanceID); // 0x3cf1d70 [Final Native Public]
    int32 GetNumVertexInstanceConnectedPolygons(const FVertexInstanceID& VertexInstanceID); // 0x3cf1a80 [Final Native Public]
    int32 GetNumVertexConnectedTriangles(const FVertexID& VertexID); // 0x3cf2b60 [Final Native Public]
    int32 GetNumVertexConnectedPolygons(const FVertexID& VertexID); // 0x3cf28d0 [Final Native Public]
    int32 GetNumVertexConnectedEdges(const FVertexID& VertexID); // 0x3cf3100 [Final Native Public]
    int32 GetNumPolygonVertices(const FPolygonID& PolygonID); // 0x3cef650 [Final Native Public]
    int32 GetNumPolygonTriangles(const FPolygonID& PolygonID); // 0x3cef950 [Final Native Public]
    int32 GetNumPolygonInternalEdges(const FPolygonID& PolygonID); // 0x3ceefd0 [Final Native Public]
    int32 GetNumPolygonGroupPolygons(const FPolygonGroupID& PolygonGroupID); // 0x3cee120 [Final Native Public]
    int32 GetNumEdgeConnectedTriangles(const FEdgeID& EdgeID); // 0x3cf13e0 [Final Native Public]
    int32 GetNumEdgeConnectedPolygons(const FEdgeID& EdgeID); // 0x3cf10d0 [Final Native Public]
    void GetEdgeVertices(const FEdgeID& EdgeID, const TArray<void>& OutVertexIDs); // 0x3cf0d20 [Final Native Public]
    FVertexID GetEdgeVertex(const FEdgeID& EdgeID, int32 VertexNumber); // 0x3cf0f10 [Final Native Public]
    void GetEdgeConnectedTriangles(const FEdgeID& EdgeID, const TArray<void>& OutConnectedTriangleIDs); // 0x3cf1520 [Final Native Public]
    void GetEdgeConnectedPolygons(const FEdgeID& EdgeID, const TArray<void>& OutConnectedPolygonIDs); // 0x3cf1220 [Final Native Public]
    void Empty(); // 0x3cf6830 [Final Native Public]
    void DeleteVertexInstance(const FVertexInstanceID& VertexInstanceID, const TArray<void>& OrphanedVertices); // 0x3cf5df0 [Final Native Public]
    void DeleteVertex(const FVertexID& VertexID); // 0x3cf6410 [Final Native Public]
    void DeleteTriangle(const FTriangleID& TriangleID, const TArray<TArray<TArray<void>>>& OrphanedEdges, const TArray<TArray<void>>& OrphanedVertexInstances, const TArray<void>& OrphanedPolygonGroupsPtr); // 0x3cf4950 [Final Native Public]
    void DeletePolygonGroup(const FPolygonGroupID& PolygonGroupID); // 0x3cf38f0 [Final Native Public]
    void DeletePolygon(const FPolygonID& PolygonID, const TArray<TArray<TArray<void>>>& OrphanedEdges, const TArray<TArray<void>>& OrphanedVertexInstances, const TArray<void>& OrphanedPolygonGroups); // 0x3cf3de0 [Final Native Public]
    void DeleteEdge(const FEdgeID& EdgeID, const TArray<void>& OrphanedVertices); // 0x3cf5540 [Final Native Public]
    void CreateVertexWithID(const FVertexID& VertexID); // 0x3cf6520 [Final Native Public]
    void CreateVertexInstanceWithID(const FVertexInstanceID& VertexInstanceID, const FVertexID& VertexID); // 0x3cf5fa0 [Final Native Public]
    FVertexInstanceID CreateVertexInstance(const FVertexID& VertexID); // 0x3cf6180 [Final Native Public]
    FVertexID CreateVertex(); // 0x3cf6670 [Final Native Public]
    void CreateTriangleWithID(const FTriangleID& TriangleID, const FPolygonGroupID& PolygonGroupID, const TArray<TArray<void>>& VertexInstanceIDs, const TArray<void>& NewEdgeIDs); // 0x3cf4c50 [Final Native Public]
    FTriangleID CreateTriangle(const FPolygonGroupID& PolygonGroupID, const TArray<TArray<FTriangleID>>& VertexInstanceIDs, const TArray<FTriangleID>& NewEdgeIDs); // 0x3cf5020 [Final Native Public]
    void CreatePolygonWithID(const FPolygonID& PolygonID, const FPolygonGroupID& PolygonGroupID, const TArray<TArray<void>>& VertexInstanceIDs, const TArray<void>& NewEdgeIDs); // 0x3cf40e0 [Final Native Public]
    void CreatePolygonGroupWithID(const FPolygonGroupID& PolygonGroupID); // 0x3cf3a10 [Final Native Public]
    FPolygonGroupID CreatePolygonGroup(); // 0x3cf3b50 [Final Native Public]
    FPolygonID CreatePolygon(const FPolygonGroupID& PolygonGroupID, const TArray<TArray<FPolygonID>>& VertexInstanceIDs, const TArray<FPolygonID>& NewEdgeIDs); // 0x3cf4410 [Final Native Public]
    void CreateEdgeWithID(const FEdgeID& EdgeID, const FVertexID& VertexID0, const FVertexID& VertexID1); // 0x3cf5700 [Final Native Public]
    FEdgeID CreateEdge(const FVertexID& VertexID0, const FVertexID& VertexID1); // 0x3cf5990 [Final Native Public]
    void ComputePolygonTriangulation(const FPolygonID& PolygonID); // 0x3cee420 [Final Native Public]

// UMeshMergeFunctionLibrary (/Script/MeshMerge.MeshMergeFunctionLibrary)
    USkeletalMesh* MergeMeshes(FSkeletalMeshMergeParams& Params); // 0x1a481e0 [Final Native Static Public]

// UMovieSceneSection (/Script/MovieScene.MovieSceneSection)
    void SetRowIndex(int32 NewRowIndex); // 0x3980fe0 [Final Native Public]
    void SetPreRollFrames(int32 InPreRollFrames); // 0x3980bc0 [Final Native Public]
    void SetPostRollFrames(int32 InPostRollFrames); // 0x3980ac0 [Final Native Public]
    void SetOverlapPriority(int32 NewPriority); // 0x3980ef0 [Final Native Public]
    void SetIsLocked(bool bInIsLocked); // 0x3980cd0 [Final Native Public]
    void SetIsActive(bool bInIsActive); // 0x3980de0 [Final Native Public]
    void SetCompletionMode(const EMovieSceneCompletionMode& InCompletionMode); // 0x39811b0 [Final Native Public]
    void SetBlendType(const EMovieSceneBlendType& InBlendType); // 0x39810b0 [Native Public]
    bool IsLocked(); // 0x3980ca0 [Final Native Public]
    bool IsActive(); // 0x3980db0 [Final Native Public]
    int32 GetRowIndex(); // 0x3980fc0 [Final Native Public]
    int32 GetPreRollFrames(); // 0x3980ba0 [Final Native Public]
    int32 GetPostRollFrames(); // 0x3980aa0 [Final Native Public]
    int32 GetOverlapPriority(); // 0x3980ed0 [Final Native Public]
    EMovieSceneCompletionMode GetCompletionMode(); // 0x3981280 [Final Native Public]
    FOptionalMovieSceneBlendType GetBlendType(); // 0x3981180 [Final Native Public]

// UMovieSceneSequence (/Script/MovieScene.MovieSceneSequence)
    TArray<void> FindBindingsByTag(const FName& InBindingName); // 0x3981ac0 [Final Native Public]
    FMovieSceneObjectBindingID FindBindingByTag(const FName& InBindingName); // 0x3981bb0 [Final Native Public]

// UMovieSceneSequencePlayer (/Script/MovieScene.MovieSceneSequencePlayer)
    void StopAtCurrentTime(); // 0x39847a0 [Final Native Public]
    void Stop(); // 0x39847d0 [Final Native Public]
    void SetTimeRange(float StartTime, float Duration); // 0x3984040 [Final Native Public]
    void SetPlayRate(float PlayRate); // 0x39831d0 [Final Native Public]
    void SetPlaybackPosition(const FMovieSceneSequencePlaybackParams& PlaybackParams); // 0x3983d80 [Final Native Public]
    void SetFrameRate(const FFrameRate& FrameRate); // 0x3984530 [Final Native Public]
    void SetFrameRange(int32 StartFrame, int32 Duration, float SubFrames); // 0x3984290 [Final Native Public]
    void SetDisableCameraCuts(bool bInDisableCameraCuts); // 0x39830f0 [Final Native Public]
    void ScrubToSeconds(float TimeInSeconds); // 0x3983860 [Final Native Public]
    bool ScrubToMarkedFrame(const FString& InLabel); // 0x39834b0 [Final Native Public]
    void ScrubToFrame(const FFrameTime& NewPosition); // 0x3983b40 [Final Native Public]
    void Scrub(); // 0x39847f0 [Final Native Public]
    void RPC_OnStopEvent(const FFrameTime& StoppedTime); // 0x3982a80 [Final Native Event Private]
    void RPC_ExplicitServerUpdateEvent(const EUpdatePositionMethod& Method, const FFrameTime& RelevantTime); // 0x3982b60 [Final Native Event Private]
    void RestoreState(); // 0x3983d40 [Final Native Public]
    void PlayToSeconds(float TimeInSeconds); // 0x3983950 [Final Native Public]
    bool PlayToMarkedFrame(const FString& InLabel); // 0x3983610 [Final Native Public]
    void PlayToFrame(const FFrameTime& NewPosition); // 0x3983c40 [Final Native Public]
    void PlayTo(const FMovieSceneSequencePlaybackParams& PlaybackParams); // 0x3983ee0 [Final Native Public]
    void PlayReverse(); // 0x3984920 [Final Native Public]
    void PlayLooping(int32 NumLoops); // 0x3984830 [Final Native Public]
    void Play(); // 0x3984940 [Final Native Public]
    void Pause(); // 0x3984810 [Final Native Public]
    void JumpToSeconds(float TimeInSeconds); // 0x3983770 [Final Native Public]
    bool JumpToMarkedFrame(const FString& InLabel); // 0x3983350 [Final Native Public]
    void JumpToFrame(const FFrameTime& NewPosition); // 0x3983a40 [Final Native Public]
    bool IsReversed(); // 0x39832c0 [Final Native Public]
    bool IsPlaying(); // 0x3983320 [Final Native Public]
    bool IsPaused(); // 0x39832f0 [Final Native Public]
    void GoToEndAndStop(); // 0x3984780 [Final Native Public]
    FQualifiedFrameTime GetStartTime(); // 0x39844e0 [Final Native Public]
    UMovieSceneSequence* GetSequence(); // 0x3982cd0 [Final Native Public]
    float GetPlayRate(); // 0x39832a0 [Final Native Public]
    TArray<void> GetObjectBindings(UObject* InObject); // 0x3982cf0 [Final Native Public]
    FFrameRate GetFrameRate(); // 0x2366a90 [Final Native Public]
    int32 GetFrameDuration(); // 0x39846b0 [Final Native Public]
    FQualifiedFrameTime GetEndTime(); // 0x3984480 [Final Native Public]
    FQualifiedFrameTime GetDuration(); // 0x39846d0 [Final Native Public]
    bool GetDisableCameraCuts(); // 0x39830c0 [Final Native Public]
    FQualifiedFrameTime GetCurrentTime(); // 0x3984740 [Final Native Public]
    TArray<void> GetBoundObjects(const FMovieSceneObjectBindingID& ObjectBinding); // 0x3982e30 [Final Native Public]
    void ChangePlaybackDirection(); // 0x3984900 [Final Native Public]

// UMovieSceneSubSection (/Script/MovieScene.MovieSceneSubSection)
    void SetSequence(UMovieSceneSequence* Sequence); // 0x3987460 [Final Native Public]
    UMovieSceneSequence* GetSequence(); // 0x3987540 [Final Native Public]

// IMovieSceneCustomClockSource (/Script/MovieScene.MovieSceneCustomClockSource)
    void OnTick(float DeltaSeconds, float InPlayRate); // 0x3976d40 [Native Public]
    void OnStopPlaying(FQualifiedFrameTime& InStopTime); // 0x3976b40 [Native Public]
    void OnStartPlaying(FQualifiedFrameTime& InStartTime); // 0x3976c40 [Native Public]
    FFrameTime OnRequestCurrentTime(FQualifiedFrameTime& InCurrentTime, float InPlayRate); // 0x39769b0 [Native Public]

// IMovieSceneEasingFunction (/Script/MovieScene.MovieSceneEasingFunction)
    float OnEvaluate(float Interp); // 0x274f500 [Event Protected]

// UMovieSceneCaptureProtocolBase (/Script/MovieSceneCapture.MovieSceneCaptureProtocolBase)
    bool IsCapturing(); // 0x3d81760 [Final Native Public]
    EMovieSceneCaptureProtocolState GetState(); // 0x363f9f0 [Final Native Public]

// UMovieSceneCapture (/Script/MovieSceneCapture.MovieSceneCapture)
    void SetImageCaptureProtocolType(TSubclassOf<UMovieSceneCaptureProtocolBase> ProtocolType); // 0x3d80f90 [Final Native Public]
    void SetAudioCaptureProtocolType(TSubclassOf<UMovieSceneCaptureProtocolBase> ProtocolType); // 0x3d80e60 [Final Native Public]
    UMovieSceneCaptureProtocolBase* GetImageCaptureProtocol(); // 0x13d0760 [Final Native Public]
    UMovieSceneCaptureProtocolBase* GetAudioCaptureProtocol(); // 0x3d810c0 [Final Native Public]

// UMovieSceneCaptureEnvironment (/Script/MovieSceneCapture.MovieSceneCaptureEnvironment)
    bool IsCaptureInProgress(); // 0x3d813a0 [Final Native Static Public]
    int32 GetCaptureFrameNumber(); // 0x3d81440 [Final Native Static Public]
    float GetCaptureElapsedTime(); // 0x3d813e0 [Final Native Static Public]
    UMovieSceneImageCaptureProtocolBase* FindImageCaptureProtocol(); // 0x3d81370 [Final Native Static Public]
    UMovieSceneAudioCaptureProtocolBase* FindAudioCaptureProtocol(); // 0x3d812e0 [Final Native Static Public]

// UUserDefinedCaptureProtocol (/Script/MovieSceneCapture.UserDefinedCaptureProtocol)
    void StopCapturingFinalPixels(); // 0x3d81e60 [Final Native Public]
    void StartCapturingFinalPixels(FCapturedPixelsID& StreamID); // 0x3d81ea0 [Final Native Public]
    void ResolveBuffer(UTexture* Buffer, FCapturedPixelsID& BufferID); // 0x3d82050 [Final Native Public]
    void OnWarmUp(); // 0x274f500 [Event Protected]
    void OnTick(); // 0x274f500 [Event Protected]
    void OnStartCapture(); // 0x274f500 [Event Protected]
    bool OnSetup(); // 0x3d82250 [Native Event Protected]
    void OnPreTick(); // 0x274f500 [Event Protected]
    void OnPixelsReceived(FCapturedPixels& Pixels, FCapturedPixelsID& ID, const FFrameMetrics& FrameMetrics); // 0x274f500 [Event Protected]
    void OnPauseCapture(); // 0x274f500 [Event Protected]
    void OnFinalize(); // 0x274f500 [Event Protected]
    void OnCaptureFrame(); // 0x274f500 [Event Protected]
    bool OnCanFinalize(); // 0xf9d2e0 [Native Event Protected]
    void OnBeginFinalize(); // 0x274f500 [Event Protected]
    FFrameMetrics GetCurrentFrameMetrics(); // 0x3d81d00 [Final Native Public]
    FString GenerateFilename(FFrameMetrics& InFrameMetrics); // 0x3d81d20 [Native Public]

// UUserDefinedImageCaptureProtocol (/Script/MovieSceneCapture.UserDefinedImageCaptureProtocol)
    void WriteImageToDisk(FCapturedPixels& PixelData, FCapturedPixelsID& StreamID, FFrameMetrics& FrameMetrics, bool bCopyImageData); // 0x3d825e0 [Final Native Public]
    FString GenerateFilenameForCurrentFrame(); // 0x3d82990 [Final Native Public]
    FString GenerateFilenameForBuffer(UTexture* Buffer, FCapturedPixelsID& StreamID); // 0x3d82a10 [Final Native Public]

// UMovieSceneParameterSection (/Script/MovieSceneTracks.MovieSceneParameterSection)
    bool RemoveVectorParameter(const FName& InParameterName); // 0x3ad3fc0 [Final Native Public]
    bool RemoveVector2DParameter(const FName& InParameterName); // 0x3ad4100 [Final Native Public]
    bool RemoveTransformParameter(const FName& InParameterName); // 0x3ad3d40 [Final Native Public]
    bool RemoveScalarParameter(const FName& InParameterName); // 0x3ad4380 [Final Native Public]
    bool RemoveColorParameter(const FName& InParameterName); // 0x3ad3e80 [Final Native Public]
    bool RemoveBoolParameter(const FName& InParameterName); // 0x3ad4240 [Final Native Public]
    void GetParameterNames(TSet<FName>& ParameterNames); // 0x3ad3bb0 [Final Native Public]
    void AddVectorParameterKey(const FName& InParameterName, const FFrameNumber& InTime, const FVector& InValue); // 0x3ad48e0 [Final Native Public]
    void AddVector2DParameterKey(const FName& InParameterName, const FFrameNumber& InTime, const FVector2D& InValue); // 0x3ad4ad0 [Final Native Public]
    void AddTransformParameterKey(const FName& InParameterName, const FFrameNumber& InTime, FTransform& InValue); // 0x3ad44c0 [Final Native Public]
    void AddScalarParameterKey(const FName& InParameterName, const FFrameNumber& InTime, float InValue); // 0x3ad4e90 [Final Native Public]
    void AddColorParameterKey(const FName& InParameterName, const FFrameNumber& InTime, const FLinearColor& InValue); // 0x3ad46f0 [Final Native Public]
    void AddBoolParameterKey(const FName& InParameterName, const FFrameNumber& InTime, bool InValue); // 0x3ad4cb0 [Final Native Public]

// IMovieSceneTransformOrigin (/Script/MovieSceneTracks.MovieSceneTransformOrigin)
    FTransform BP_GetTransformOrigin(); // 0x274f500 [Event Protected]

// UMovieScene3DConstraintSection (/Script/MovieSceneTracks.MovieScene3DConstraintSection)
    void SetConstraintBindingID(FMovieSceneObjectBindingID& InConstraintBindingID); // 0x3aca980 [Final Native Public]
    FMovieSceneObjectBindingID GetConstraintBindingID(); // 0x3acaa80 [Final Native Public]

// UMovieSceneAudioSection (/Script/MovieSceneTracks.MovieSceneAudioSection)
    void SetStartOffset(const FFrameNumber& InStartOffset); // 0x3acb960 [Final Native Public]
    void SetSound(USoundBase* InSound); // 0x3acba50 [Final Native Public]
    FFrameNumber GetStartOffset(); // 0x363e1a0 [Final Native Public]
    USoundBase* GetSound(); // 0x3acba30 [Final Native Public]

// UMovieSceneCameraCutSection (/Script/MovieSceneTracks.MovieSceneCameraCutSection)
    void SetCameraBindingID(FMovieSceneObjectBindingID& InCameraBindingID); // 0x3acc380 [Final Native Public]
    FMovieSceneObjectBindingID GetCameraBindingID(); // 0x3acc480 [Final Native Public]

// UMovieSceneCinematicShotSection (/Script/MovieSceneTracks.MovieSceneCinematicShotSection)
    void SetShotDisplayName(const FString& InShotDisplayName); // 0x3ace460 [Final Native Public]
    FString GetShotDisplayName(); // 0x3ace5b0 [Final Native Public]

// UMovieSceneLevelVisibilitySection (/Script/MovieSceneTracks.MovieSceneLevelVisibilitySection)
    void SetVisibility(const ELevelVisibility& InVisibility); // 0x3ad09a0 [Final Native Public]
    void SetLevelNames(const TArray<void>& InLevelNames); // 0x3ad0870 [Final Native Public]
    ELevelVisibility GetVisibility(); // 0x363d140 [Final Native Public]
    TArray<void> GetLevelNames(); // 0x3ad0970 [Final Native Public]

// UNavigationSystemV1 (/Script/NavigationSystem.NavigationSystemV1)
    void UnregisterNavigationInvoker(AActor* Invoker); // 0x4869df0 [Final Native Public]
    void SimpleMoveToLocation(AController* Controller, const FVector& Goal); // 0x4868760 [Final Native Static Public]
    void SimpleMoveToActor(AController* Controller, AActor* Goal); // 0x22a0690 [Final Native Static Public]
    void SetMaxSimultaneousTileGenerationJobsCount(int32 MaxNumberOfJobs); // 0x486a1a0 [Final Native Public]
    void SetGeometryGatheringMode(const ENavDataGatheringModeConfig& NewMode); // 0x4869d10 [Final Native Public]
    void ResetMaxSimultaneousTileGenerationJobsCount(); // 0x486a0c0 [Final Native Public]
    void RegisterNavigationInvoker(AActor* Invoker, float TileGenerationRadius, float TileRemovalRadius); // 0x4869ed0 [Final Native Public]
    FVector ProjectPointToNavigation(UObject* WorldContextObject, const FVector& Point, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass, const FVector& QueryExtent); // 0x4869120 [Final Native Static Public]
    void OnNavigationBoundsUpdated(ANavMeshBoundsVolume* NavVolume); // 0x4869560 [Final Native Public]
    bool NavigationRaycast(UObject* WorldContextObject, const FVector& RayStart, const FVector& RayEnd, const FVector& HitLocation, TSubclassOf<UNavigationQueryFilter> FilterClass, AController* Querier); // 0x486a300 [Final Native Static Public]
    bool K2_ReplaceAreaInOctreeData(UObject* Object, TSubclassOf<UNavArea> OldArea, TSubclassOf<UNavArea> NewArea); // 0x48696e0 [Final Native Public]
    bool K2_ProjectPointToNavigation(UObject* WorldContextObject, const FVector& Point, const FVector& ProjectedLocation, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass, const FVector& QueryExtent); // 0x486c050 [Final Native Static Public]
    bool K2_GetRandomReachablePointInRadius(UObject* WorldContextObject, const FVector& Origin, const FVector& RandomLocation, float Radius, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x486bb60 [Final Native Static Public]
    bool K2_GetRandomPointInNavigableRadius(UObject* WorldContextObject, const FVector& Origin, const FVector& RandomLocation, float Radius, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x48683b0 [Final Native Static Public]
    bool K2_GetRandomLocationInNavigableRadius(UObject* WorldContextObject, const FVector& Origin, const FVector& RandomLocation, float Radius, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x48683b0 [Final Native Static Public]
    bool IsNavigationBeingBuiltOrLocked(UObject* WorldContextObject); // 0x486af60 [Final Native Static Public]
    bool IsNavigationBeingBuilt(UObject* WorldContextObject); // 0x486b090 [Final Native Static Public]
    FVector GetRandomReachablePointInRadius(UObject* WorldContextObject, const FVector& Origin, float Radius, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x4868cd0 [Final Native Static Public]
    FVector GetRandomPointInNavigableRadius(UObject* WorldContextObject, const FVector& Origin, float Radius, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x4868880 [Final Native Static Public]
    uint8 GetPathLength(UObject* WorldContextObject, const FVector& PathStart, const FVector& PathEnd, const float& PathLength, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x486b1c0 [Final Native Static Public]
    uint8 GetPathCost(UObject* WorldContextObject, const FVector& PathStart, const FVector& PathEnd, const float& PathCost, ANavigationData* NavData, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x486b690 [Final Native Static Public]
    UNavigationSystemV1* GetNavigationSystem(UObject* WorldContextObject); // 0x486c5c0 [Final Native Static Public]
    UNavigationPath* FindPathToLocationSynchronously(UObject* WorldContextObject, const FVector& PathStart, const FVector& PathEnd, AActor* PathfindingContext, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x486ac30 [Final Native Static Public]
    UNavigationPath* FindPathToActorSynchronously(UObject* WorldContextObject, const FVector& PathStart, AActor* GoalActor, float TetherDistance, AActor* PathfindingContext, TSubclassOf<UNavigationQueryFilter> FilterClass); // 0x486a6c0 [Final Native Static Public]

// UNavRelevantComponent (/Script/NavigationSystem.NavRelevantComponent)
    void SetNavigationRelevancy(bool bRelevant); // 0x486e2e0 [Final Native Public]

// UNavModifierComponent (/Script/NavigationSystem.NavModifierComponent)
    void SetAreaClass(TSubclassOf<UNavArea> NewAreaClass); // 0x486dd40 [Final Native Public]

// UNavigationPath (/Script/NavigationSystem.NavigationPath)
    bool IsValid(); // 0x4867910 [Final Native Public]
    bool IsStringPulled(); // 0x10b1e60 [Final Native Public]
    bool IsPartial(); // 0x4867930 [Final Native Public]
    float GetPathLength(); // 0x48679c0 [Final Native Public]
    float GetPathCost(); // 0x4867970 [Final Native Public]
    FString GetDebugString(); // 0x4867cc0 [Final Native Public]
    void EnableRecalculationOnInvalidation(uint8 DoRecalculation); // 0x4867a40 [Final Native Public]
    void EnableDebugDrawing(bool bShouldDrawDebugData, const FLinearColor& PathColor); // 0x4867b40 [Final Native Public]

// ANavModifierVolume (/Script/NavigationSystem.NavModifierVolume)
    void SetAreaClass(TSubclassOf<UNavArea> NewAreaClass); // 0x486e000 [Final Native Public]

// ARecastNavMesh (/Script/NavigationSystem.RecastNavMesh)
    bool K2_ReplaceAreaInTileBounds(const FBox& Bounds, TSubclassOf<UNavArea> OldArea, TSubclassOf<UNavArea> NewArea, bool ReplaceLinks); // 0x486ec80 [Final Native Public]

// ANiagaraActor (/Script/Niagara.NiagaraActor)
    void SetDestroyOnSystemFinish(bool bShouldDestroyOnSystemFinish); // 0x13a3cf0 [Final Native Public]
    void OnNiagaraSystemFinished(UNiagaraComponent* FinishedComponent); // 0x13a3c00 [Final Native Private]

// UNiagaraComponent (/Script/Niagara.NiagaraComponent)
    void SetVariableVec4(const FName& InVariableName, const FVector4& InValue); // 0x13ab290 [Final Native Public]
    void SetVariableVec3(const FName& InVariableName, const FVector& InValue); // 0x13aab70 [Final Native Public]
    void SetVariableVec2(const FName& InVariableName, const FVector2D& InValue); // 0x13aa7f0 [Final Native Public]
    void SetVariableTextureRenderTarget(const FName& InVariableName, UTextureRenderTarget* TextureRenderTarget); // 0x13a9600 [Final Native Public]
    void SetVariableQuat(const FName& InVariableName, FQuat& InValue); // 0x13aaf20 [Final Native Public]
    void SetVariableObject(const FName& InVariableName, UObject* Object); // 0x13a99d0 [Final Native Public]
    void SetVariableMaterial(const FName& InVariableName, UMaterialInterface* Object); // 0x13a97d0 [Final Native Public]
    void SetVariableLinearColor(const FName& InVariableName, const FLinearColor& InValue); // 0x13ab620 [Final Native Public]
    void SetVariableInt(const FName& InVariableName, int32 InValue); // 0x13aa0d0 [Final Native Public]
    void SetVariableFloat(const FName& InVariableName, float InValue); // 0x13aa450 [Final Native Public]
    void SetVariableBool(const FName& InVariableName, bool InValue); // 0x13a9d50 [Final Native Public]
    void SetVariableActor(const FName& InVariableName, AActor* Actor); // 0x13a99d0 [Final Native Public]
    void SetTickBehavior(const ENiagaraTickBehavior& NewTickBehavior); // 0x13abab0 [Final Native Public]
    void SetSeekDelta(float InSeekDelta); // 0x13abea0 [Final Native Public]
    void SetRenderingEnabled(bool bInRenderingEnabled); // 0x13a8f30 [Final Native Public]
    void SetRandomSeedOffset(int32 NewRandomSeedOffset); // 0x13ab9b0 [Final Native Public]
    void SetPreviewLODDistance(bool bEnablePreviewLODDistance, float PreviewLODDistance); // 0x13a8810 [Final Native Public]
    void SetPaused(bool bInPaused); // 0x13a8b60 [Final Native Public]
    void SetNiagaraVariableVec4(const FString& InVariableName, const FVector4& InValue); // 0x13ab400 [Final Native Public]
    void SetNiagaraVariableVec3(const FString& InVariableName, const FVector& InValue); // 0x13aacf0 [Final Native Public]
    void SetNiagaraVariableVec2(const FString& InVariableName, const FVector2D& InValue); // 0x13aa940 [Final Native Public]
    void SetNiagaraVariableQuat(const FString& InVariableName, FQuat& InValue); // 0x13ab080 [Final Native Public]
    void SetNiagaraVariableObject(const FString& InVariableName, UObject* Object); // 0x13a9b30 [Final Native Public]
    void SetNiagaraVariableLinearColor(const FString& InVariableName, const FLinearColor& InValue); // 0x13ab780 [Final Native Public]
    void SetNiagaraVariableInt(const FString& InVariableName, int32 InValue); // 0x13aa230 [Final Native Public]
    void SetNiagaraVariableFloat(const FString& InVariableName, float InValue); // 0x13aa5b0 [Final Native Public]
    void SetNiagaraVariableBool(const FString& InVariableName, bool InValue); // 0x13a9eb0 [Final Native Public]
    void SetNiagaraVariableActor(const FString& InVariableName, AActor* Actor); // 0x13a9b30 [Final Native Public]
    void SetMaxSimTime(float InMaxTime); // 0x13abcb0 [Final Native Public]
    void SetLockDesiredAgeDeltaTimeToSeekDelta(bool bLock); // 0x13abda0 [Final Native Public]
    void SetGpuComputeDebug(bool bEnableDebug); // 0x13ac340 [Final Native Public]
    void SetForceSolo(bool bInForceSolo); // 0x13ac460 [Final Native Public]
    void SetDesiredAge(float InDesiredAge); // 0x13ac150 [Final Native Public]
    void SetCanRenderWhileSeeking(bool bInCanRenderWhileSeeking); // 0x13abf90 [Final Native Public]
    void SetAutoDestroy(bool bInAutoDestroy); // 0x13abbc0 [Final Native Public]
    void SetAsset(UNiagaraSystem* InAsset, bool bResetExistingOverrideParameters); // 0x13ac5a0 [Final Native Public]
    void SetAllowScalability(bool bAllow); // 0x13a86d0 [Final Native Public]
    void SetAgeUpdateMode(const ENiagaraAgeUpdateMode& InAgeUpdateMode); // 0x13ac250 [Final Native Public]
    void SeekToDesiredAge(float InDesiredAge); // 0x13ac070 [Final Native Public]
    void ResetSystem(); // 0x13a9070 [Final Native Public]
    void ReinitializeSystem(); // 0x13a9010 [Final Native Public]
    bool IsPaused(); // 0x13a8b20 [Final Native Public]
    void InitForPerformanceBaseline(); // 0x13a87c0 [Final Native Public]
    ENiagaraTickBehavior GetTickBehavior(); // 0x13aba90 [Final Native Public]
    float GetSeekDelta(); // 0x13abf70 [Final Native Public]
    int32 GetRandomSeedOffset(); // 0x13ab990 [Final Native Public]
    bool GetPreviewLODDistanceEnabled(); // 0x10b1e60 [Final Native Public]
    float GetPreviewLODDistance(); // 0x13a87f0 [Final Native Public]
    TArray<void> GetNiagaraParticleValueVec3_DebugOnly(const FString& InEmitterName, const FString& InValueName); // 0x13a90a0 [Final Native Public]
    TArray<void> GetNiagaraParticleValues_DebugOnly(const FString& InEmitterName, const FString& InValueName); // 0x13a9280 [Final Native Public]
    TArray<void> GetNiagaraParticlePositions_DebugOnly(const FString& InEmitterName); // 0x13a9460 [Final Native Public]
    float GetMaxSimTime(); // 0x13abd80 [Final Native Public]
    bool GetLockDesiredAgeDeltaTimeToSeekDelta(); // 0x13abe80 [Final Native Public]
    bool GetForceSolo(); // 0x13ac430 [Final Native Public]
    float GetDesiredAge(); // 0x13ac230 [Final Native Public]
    UNiagaraDataInterface* GetDataInterface(const FString& Name); // 0x13a8960 [Final Native Public]
    UNiagaraSystem* GetAsset(); // 0x13ac580 [Final Native Public]
    ENiagaraAgeUpdateMode GetAgeUpdateMode(); // 0x13ac320 [Final Native Public]
    void AdvanceSimulationByTime(float SimulateTime, float TickDeltaSeconds); // 0x13a8c40 [Final Native Public]
    void AdvanceSimulation(int32 TickCount, float TickDeltaSeconds); // 0x13a8dc0 [Final Native Public]

// UNiagaraDataInterfaceArrayFunctionLibrary (/Script/Niagara.NiagaraDataInterfaceArrayFunctionLibrary)
    void SetNiagaraArrayVectorValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, const FVector& Value, bool bSizeToFit); // 0x13b1610 [Final Native Static Public]
    void SetNiagaraArrayVector4Value(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, const FVector4& Value, bool bSizeToFit); // 0x13b11f0 [Final Native Static Public]
    void SetNiagaraArrayVector4(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b4120 [Final Native Static Public]
    void SetNiagaraArrayVector2DValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, const FVector2D& Value, bool bSizeToFit); // 0x13b19f0 [Final Native Static Public]
    void SetNiagaraArrayVector2D(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b45a0 [Final Native Static Public]
    void SetNiagaraArrayVector(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b43c0 [Final Native Static Public]
    void SetNiagaraArrayQuatValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, FQuat& Value, bool bSizeToFit); // 0x13b0a50 [Final Native Static Public]
    void SetNiagaraArrayQuat(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b3be0 [Final Native Static Public]
    void SetNiagaraArrayInt32Value(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, int32 Value, bool bSizeToFit); // 0x13b0680 [Final Native Static Public]
    void SetNiagaraArrayInt32(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b3940 [Final Native Static Public]
    void SetNiagaraArrayFloatValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, float Value, bool bSizeToFit); // 0x13b1dc0 [Final Native Static Public]
    void SetNiagaraArrayFloat(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b4840 [Final Native Static Public]
    void SetNiagaraArrayColorValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, const FLinearColor& Value, bool bSizeToFit); // 0x13b0e20 [Final Native Static Public]
    void SetNiagaraArrayColor(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b3e80 [Final Native Static Public]
    void SetNiagaraArrayBoolValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index, const bool& Value, bool bSizeToFit); // 0x13b02c0 [Final Native Static Public]
    void SetNiagaraArrayBool(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, const TArray<void>& ArrayData); // 0x13b36a0 [Final Native Static Public]
    FVector GetNiagaraArrayVectorValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13afa50 [Final Native Static Public]
    FVector4 GetNiagaraArrayVector4Value(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13af750 [Final Native Static Public]
    TArray<void> GetNiagaraArrayVector4(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b2c20 [Final Native Static Public]
    FVector2D GetNiagaraArrayVector2DValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13afd10 [Final Native Static Public]
    TArray<void> GetNiagaraArrayVector2D(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b3160 [Final Native Static Public]
    TArray<void> GetNiagaraArrayVector(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b2ec0 [Final Native Static Public]
    FQuat GetNiagaraArrayQuatValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13af150 [Final Native Static Public]
    TArray<void> GetNiagaraArrayQuat(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b26e0 [Final Native Static Public]
    int32 GetNiagaraArrayInt32Value(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13aee90 [Final Native Static Public]
    TArray<void> GetNiagaraArrayInt32(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b2440 [Final Native Static Public]
    float GetNiagaraArrayFloatValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13affd0 [Final Native Static Public]
    TArray<void> GetNiagaraArrayFloat(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b3400 [Final Native Static Public]
    FLinearColor GetNiagaraArrayColorValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13af450 [Final Native Static Public]
    TArray<void> GetNiagaraArrayColor(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b2980 [Final Native Static Public]
    bool GetNiagaraArrayBoolValue(UNiagaraComponent* NiagaraSystem, const FName& OverrideName, int32 Index); // 0x13aeb90 [Final Native Static Public]
    TArray<void> GetNiagaraArrayBool(UNiagaraComponent* NiagaraSystem, const FName& OverrideName); // 0x13b21b0 [Final Native Static Public]

// INiagaraParticleCallbackHandler (/Script/Niagara.NiagaraParticleCallbackHandler)
    void ReceiveParticleData(const TArray<UNiagaraSystem*>& Data, UNiagaraSystem* NiagaraSystem); // 0x13b5d20 [Native Event Public]

// UNiagaraDataInterfaceGrid2DCollection (/Script/Niagara.NiagaraDataInterfaceGrid2DCollection)
    void GetTextureSize(UNiagaraComponent* Component, const int32& SizeX, const int32& SizeY); // 0x13b6e50 [Native Public]
    void GetRawTextureSize(UNiagaraComponent* Component, const int32& SizeX, const int32& SizeY); // 0x13b7030 [Native Public]
    bool FillTexture2D(UNiagaraComponent* Component, UTextureRenderTarget2D* Dest, int32 AttributeIndex); // 0x13b74a0 [Native Public]
    bool FillRawTexture2D(UNiagaraComponent* Component, UTextureRenderTarget2D* Dest, const int32& TilesX, const int32& TilesY); // 0x13b7210 [Native Public]

// UNiagaraDataInterfaceGrid3DCollection (/Script/Niagara.NiagaraDataInterfaceGrid3DCollection)
    void GetTextureSize(UNiagaraComponent* Component, const int32& SizeX, const int32& SizeY, const int32& SizeZ); // 0x13b78a0 [Native Public]
    void GetRawTextureSize(UNiagaraComponent* Component, const int32& SizeX, const int32& SizeY, const int32& SizeZ); // 0x13b7b40 [Native Public]
    bool FillVolumeTexture(UNiagaraComponent* Component, UVolumeTexture* Dest, int32 AttributeIndex); // 0x13b74a0 [Native Public]
    bool FillRawVolumeTexture(UNiagaraComponent* Component, UVolumeTexture* Dest, const int32& TilesX, const int32& TilesY, const int32& TileZ); // 0x13b7de0 [Native Public]

// UNiagaraFunctionLibrary (/Script/Niagara.NiagaraFunctionLibrary)
    UNiagaraComponent* SpawnSystemAttached(UNiagaraSystem* SystemTemplate, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bAutoDestroy, bool bAutoActivate, const ENCPoolMethod& PoolingMethod, bool bPreCullCheck); // 0x13c16b0 [Final Native Static Public]
    UNiagaraComponent* SpawnSystemAtLocation(UObject* WorldContextObject, UNiagaraSystem* SystemTemplate, const FVector& Location, const FRotator& Rotation, const FVector& Scale, bool bAutoDestroy, bool bAutoActivate, const ENCPoolMethod& PoolingMethod, bool bPreCullCheck); // 0x13c21b0 [Final Native Static Public]
    void SetVolumeTextureObject(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, UVolumeTexture* Texture); // 0x13c0690 [Final Native Static Public]
    void SetTextureObject(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, UTexture* Texture); // 0x13c0690 [Final Native Static Public]
    void SetTexture2DArrayObject(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, UTexture2DArray* Texture); // 0x13c0690 [Final Native Static Public]
    void SetSkeletalMeshDataInterfaceSamplingRegions(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, const TArray<void>& SamplingRegions); // 0x13c0890 [Final Native Static Public]
    void OverrideSystemUserVariableStaticMeshComponent(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, UStaticMeshComponent* StaticMeshComponent); // 0x13c1330 [Final Native Static Public]
    void OverrideSystemUserVariableStaticMesh(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, UStaticMesh* StaticMesh); // 0x13c0fb0 [Final Native Static Public]
    void OverrideSystemUserVariableSkeletalMeshComponent(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, USkeletalMeshComponent* SkeletalMeshComponent); // 0x13c0c20 [Final Native Static Public]
    UNiagaraParameterCollectionInstance* GetNiagaraParameterCollection(UObject* WorldContextObject, UNiagaraParameterCollection* Collection); // 0x13c0400 [Final Native Static Public]

// UNiagaraParameterCollectionInstance (/Script/Niagara.NiagaraParameterCollectionInstance)
    void SetVectorParameter(const FString& InVariableName, const FVector& InValue); // 0x13c3b50 [Final Native Public]
    void SetVector4Parameter(const FString& InVariableName, const FVector4& InValue); // 0x13c39e0 [Final Native Public]
    void SetVector2DParameter(const FString& InVariableName, const FVector2D& InValue); // 0x13c3ce0 [Final Native Public]
    void SetQuatParameter(const FString& InVariableName, FQuat& InValue); // 0x13c3700 [Final Native Public]
    void SetIntParameter(const FString& InVariableName, int32 InValue); // 0x13c3e60 [Final Native Public]
    void SetFloatParameter(const FString& InVariableName, float InValue); // 0x13c3fe0 [Final Native Public]
    void SetColorParameter(const FString& InVariableName, const FLinearColor& InValue); // 0x13c3860 [Final Native Public]
    void SetBoolParameter(const FString& InVariableName, bool InValue); // 0x13c4160 [Final Native Public]
    FVector GetVectorParameter(const FString& InVariableName); // 0x13c45e0 [Final Native Public]
    FVector4 GetVector4Parameter(const FString& InVariableName); // 0x13c44e0 [Final Native Public]
    FVector2D GetVector2DParameter(const FString& InVariableName); // 0x13c46f0 [Final Native Public]
    FQuat GetQuatParameter(const FString& InVariableName); // 0x13c43e0 [Final Native Public]
    int32 GetIntParameter(const FString& InVariableName); // 0x13c47f0 [Final Native Public]
    float GetFloatParameter(const FString& InVariableName); // 0x13c48f0 [Final Native Public]
    FLinearColor GetColorParameter(const FString& InVariableName); // 0x13c42e0 [Final Native Public]
    bool GetBoolParameter(const FString& InVariableName); // 0x13c49f0 [Final Native Public]

// UNiagaraBaselineController (/Script/Niagara.NiagaraBaselineController)
    bool OnTickTest(); // 0x13c5d20 [Native Event Public]
    void OnOwnerTick(float DeltaTime); // 0x13c5b70 [Native Event Public]
    void OnEndTest(const FNiagaraPerfBaselineStats& Stats); // 0x13c5c40 [Native Event Public]
    void OnBeginTest(); // 0x10ce6e0 [Native Event Public]
    UNiagaraSystem* GetSystem(); // 0x13c5b50 [Final Native Public]

// ANiagaraPreviewBase (/Script/Niagara.NiagaraPreviewBase)
    void SetSystem(UNiagaraSystem* InSystem); // 0x274f500 [Event Public]
    void SetLabelText(FText& InXAxisText, FText& InYAxisText); // 0x274f500 [Event Public]

// UNiagaraPreviewAxis (/Script/Niagara.NiagaraPreviewAxis)
    int32 Num(); // 0x13c7040 [Native Event Public]
    void ApplyToPreview(UNiagaraComponent* PreviewComponent, int32 PreviewIndex, bool bIsXAxis, const FString& OutLabelText); // 0x13c6db0 [Native Event Public]

// ANiagaraPreviewGrid (/Script/Niagara.NiagaraPreviewGrid)
    void SetPaused(bool bPaused); // 0x13c73d0 [Final Native Public]
    void GetPreviews(const TArray<void>& OutPreviews); // 0x13c72e0 [Final Native Public]
    void DeactivatePreviews(); // 0x13c74b0 [Final Native Public]
    void ActivatePreviews(bool bReset); // 0x13c7650 [Final Native Public]

// UNiagaraScript (/Script/Niagara.NiagaraScript)
    void RaiseOnGPUCompilationComplete(); // 0xf824b0 [Final Native Public]

// UAnimNotify_PlayNiagaraEffect (/Script/NiagaraAnimNotifies.AnimNotify_PlayNiagaraEffect)
    UFXSystemComponent* GetSpawnedEffect(); // 0x13d0760 [Final Native Public]

// UAnimNotifyState_TimedNiagaraEffect (/Script/NiagaraAnimNotifies.AnimNotifyState_TimedNiagaraEffect)
    UFXSystemComponent* GetSpawnedEffect(UMeshComponent* MeshComp); // 0x13d0a30 [Final Native Public]

// UAnimNotifyState_TimedNiagaraEffectAdvanced (/Script/NiagaraAnimNotifies.AnimNotifyState_TimedNiagaraEffectAdvanced)
    float GetNotifyProgress(UMeshComponent* MeshComp); // 0x13d0ce0 [Final Native Public]

// ITurnBasedMatchInterface (/Script/OnlineSubsystem.TurnBasedMatchInterface)
    void OnMatchReceivedTurn(const FString& Match, bool bDidBecomeActive); // 0x274f500 [Event Public]
    void OnMatchEnded(const FString& Match); // 0x274f500 [Event Public]

// UAchievementBlueprintLibrary (/Script/OnlineSubsystemUtils.AchievementBlueprintLibrary)
    void GetCachedAchievementProgress(UObject* WorldContextObject, APlayerController* PlayerController, const FName& AchievementID, const bool& bFoundID, const float& Progress); // 0x17cd820 [Final Native Static Public]
    void GetCachedAchievementDescription(UObject* WorldContextObject, APlayerController* PlayerController, const FName& AchievementID, const bool& bFoundID, FText& Title, FText& LockedDescription, FText& UnlockedDescription, const bool& bHidden); // 0x17cd260 [Final Native Static Public]

// UAchievementQueryCallbackProxy (/Script/OnlineSubsystemUtils.AchievementQueryCallbackProxy)
    UAchievementQueryCallbackProxy* CacheAchievements(UObject* WorldContextObject, APlayerController* PlayerController); // 0x17cdf10 [Final Native Static Public]
    UAchievementQueryCallbackProxy* CacheAchievementDescriptions(UObject* WorldContextObject, APlayerController* PlayerController); // 0x17cdc90 [Final Native Static Public]

// UAchievementWriteCallbackProxy (/Script/OnlineSubsystemUtils.AchievementWriteCallbackProxy)
    UAchievementWriteCallbackProxy* WriteAchievementProgress(UObject* WorldContextObject, APlayerController* PlayerController, const FName& AchievementName, float Progress, int32 UserTag); // 0x17ce290 [Final Native Static Public]

// UConnectionCallbackProxy (/Script/OnlineSubsystemUtils.ConnectionCallbackProxy)
    UConnectionCallbackProxy* ConnectToService(UObject* WorldContextObject, APlayerController* PlayerController); // 0x17ce660 [Final Native Static Public]

// UCreateSessionCallbackProxy (/Script/OnlineSubsystemUtils.CreateSessionCallbackProxy)
    UCreateSessionCallbackProxy* CreateSession(UObject* WorldContextObject, APlayerController* PlayerController, int32 PublicConnections, bool bUseLAN); // 0x17ce980 [Final Native Static Public]

// UDestroySessionCallbackProxy (/Script/OnlineSubsystemUtils.DestroySessionCallbackProxy)
    UDestroySessionCallbackProxy* DestroySession(UObject* WorldContextObject, APlayerController* PlayerController); // 0x17ceda0 [Final Native Static Public]

// UEndMatchCallbackProxy (/Script/OnlineSubsystemUtils.EndMatchCallbackProxy)
    UEndMatchCallbackProxy* EndMatch(UObject* WorldContextObject, APlayerController* PlayerController, const TScriptInterface<ITurnBasedMatchInterface>& MatchActor, const FString& MatchID, uint8 LocalPlayerOutcome, uint8 OtherPlayersOutcome); // 0x17cf0c0 [Final Native Static Public]

// UEndTurnCallbackProxy (/Script/OnlineSubsystemUtils.EndTurnCallbackProxy)
    UEndTurnCallbackProxy* EndTurn(UObject* WorldContextObject, APlayerController* PlayerController, const FString& MatchID, const TScriptInterface<ITurnBasedMatchInterface>& TurnBasedMatchInterface); // 0x17cf650 [Final Native Static Public]

// UFindSessionsCallbackProxy (/Script/OnlineSubsystemUtils.FindSessionsCallbackProxy)
    FString GetServerName(FBlueprintSessionResult& Result); // 0x17cfe20 [Final Native Static Public]
    int32 GetPingInMs(FBlueprintSessionResult& Result); // 0x17cffb0 [Final Native Static Public]
    int32 GetMaxPlayers(FBlueprintSessionResult& Result); // 0x17cfbe0 [Final Native Static Public]
    int32 GetCurrentPlayers(FBlueprintSessionResult& Result); // 0x17cfd00 [Final Native Static Public]
    UFindSessionsCallbackProxy* FindSessions(UObject* WorldContextObject, APlayerController* PlayerController, int32 MaxResults, bool bUseLAN); // 0x17d00d0 [Final Native Static Public]

// UFindTurnBasedMatchCallbackProxy (/Script/OnlineSubsystemUtils.FindTurnBasedMatchCallbackProxy)
    UFindTurnBasedMatchCallbackProxy* FindTurnBasedMatch(UObject* WorldContextObject, APlayerController* PlayerController, const TScriptInterface<ITurnBasedMatchInterface>& MatchActor, int32 MinPlayers, int32 MaxPlayers, int32 PlayerGroup, bool ShowExistingMatches); // 0x17d05e0 [Final Native Static Public]

// UInAppPurchaseCallbackProxy (/Script/OnlineSubsystemUtils.InAppPurchaseCallbackProxy)
    UInAppPurchaseCallbackProxy* CreateProxyObjectForInAppPurchase(APlayerController* PlayerController, FInAppPurchaseProductRequest& ProductRequest); // 0x17d0c60 [Final Native Static Public]

// UInAppPurchaseCallbackProxy2 (/Script/OnlineSubsystemUtils.InAppPurchaseCallbackProxy2)
    UInAppPurchaseCallbackProxy2* CreateProxyObjectForInAppPurchaseUnprocessedPurchases(APlayerController* PlayerController); // 0x17d1b40 [Final Native Static Public]
    UInAppPurchaseCallbackProxy2* CreateProxyObjectForInAppPurchaseQueryOwned(APlayerController* PlayerController); // 0x17d16b0 [Final Native Static Public]
    UInAppPurchaseCallbackProxy2* CreateProxyObjectForInAppPurchase(APlayerController* PlayerController, FInAppPurchaseProductRequest2& ProductRequest); // 0x17d1fb0 [Final Native Static Public]

// UInAppPurchaseQueryCallbackProxy (/Script/OnlineSubsystemUtils.InAppPurchaseQueryCallbackProxy)
    UInAppPurchaseQueryCallbackProxy* CreateProxyObjectForInAppPurchaseQuery(APlayerController* PlayerController, const TArray<UInAppPurchaseQueryCallbackProxy*>& ProductIdentifiers); // 0x17d27e0 [Final Native Static Public]

// UInAppPurchaseQueryCallbackProxy2 (/Script/OnlineSubsystemUtils.InAppPurchaseQueryCallbackProxy2)
    UInAppPurchaseQueryCallbackProxy2* CreateProxyObjectForInAppPurchaseQuery(APlayerController* PlayerController, const TArray<UInAppPurchaseQueryCallbackProxy2*>& ProductIdentifiers); // 0x17d30a0 [Final Native Static Public]

// UInAppPurchaseRestoreCallbackProxy (/Script/OnlineSubsystemUtils.InAppPurchaseRestoreCallbackProxy)
    UInAppPurchaseRestoreCallbackProxy* CreateProxyObjectForInAppPurchaseRestore(const TArray<APlayerController*>& ConsumableProductFlags, APlayerController* PlayerController); // 0x17d3620 [Final Native Static Public]

// UInAppPurchaseRestoreCallbackProxy2 (/Script/OnlineSubsystemUtils.InAppPurchaseRestoreCallbackProxy2)
    UInAppPurchaseRestoreCallbackProxy2* CreateProxyObjectForInAppPurchaseRestore(const TArray<APlayerController*>& ConsumableProductFlags, APlayerController* PlayerController); // 0x17d3dc0 [Final Native Static Public]

// UJoinSessionCallbackProxy (/Script/OnlineSubsystemUtils.JoinSessionCallbackProxy)
    UJoinSessionCallbackProxy* JoinSession(UObject* WorldContextObject, APlayerController* PlayerController, FBlueprintSessionResult& SearchResult); // 0x17d5260 [Final Native Static Public]

// ULeaderboardBlueprintLibrary (/Script/OnlineSubsystemUtils.LeaderboardBlueprintLibrary)
    bool WriteLeaderboardInteger(APlayerController* PlayerController, const FName& StatName, int32 StatValue); // 0x17d56e0 [Final Native Static Public]

// ULeaderboardFlushCallbackProxy (/Script/OnlineSubsystemUtils.LeaderboardFlushCallbackProxy)
    ULeaderboardFlushCallbackProxy* CreateProxyObjectForFlush(APlayerController* PlayerController, const FName& SessionName); // 0x17d5c80 [Final Native Static Public]

// ULeaderboardQueryCallbackProxy (/Script/OnlineSubsystemUtils.LeaderboardQueryCallbackProxy)
    ULeaderboardQueryCallbackProxy* CreateProxyObjectForIntQuery(APlayerController* PlayerController, const FName& StatName); // 0x17d6210 [Final Native Static Public]

// ULogoutCallbackProxy (/Script/OnlineSubsystemUtils.LogoutCallbackProxy)
    ULogoutCallbackProxy* Logout(UObject* WorldContextObject, APlayerController* PlayerController); // 0x17d64c0 [Final Native Static Public]

// AOnlineBeaconClient (/Script/OnlineSubsystemUtils.OnlineBeaconClient)
    void ClientOnConnected(); // 0xfa2f10 [Final Native Event Private]

// APartyBeaconClient (/Script/OnlineSubsystemUtils.PartyBeaconClient)
    void ServerUpdateReservationRequest(const FString& SessionId, const FPartyReservation& ReservationUpdate); // 0x17d7960 [Native Event Protected]
    void ServerReservationRequest(const FString& SessionId, const FPartyReservation& Reservation); // 0x17d7c80 [Native Event Protected]
    void ServerRemoveMemberFromReservationRequest(const FString& SessionId, const FPartyReservation& ReservationUpdate); // 0x17d7320 [Native Event Protected]
    void ServerCancelReservationRequest(const FUniqueNetIdRepl& PartyLeader); // 0x17d71c0 [Native Event Protected]
    void ServerAddOrUpdateReservationRequest(const FString& SessionId, const FPartyReservation& Reservation); // 0x17d7640 [Native Event Protected]
    void ClientSendReservationUpdates(int32 NumRemainingReservations); // 0x17d7fc0 [Native Event Public]
    void ClientSendReservationFull(); // 0x17d7fa0 [Native Event Public]
    void ClientReservationResponse(uint8 ReservationResponse); // 0x17d8170 [Native Event Public]
    void ClientCancelReservationResponse(uint8 ReservationResponse); // 0x17d80a0 [Native Event Public]

// UQuitMatchCallbackProxy (/Script/OnlineSubsystemUtils.QuitMatchCallbackProxy)
    UQuitMatchCallbackProxy* QuitMatch(UObject* WorldContextObject, APlayerController* PlayerController, const FString& MatchID, uint8 Outcome, int32 TurnTimeoutInSeconds); // 0x17d9820 [Final Native Static Public]

// UShowLoginUICallbackProxy (/Script/OnlineSubsystemUtils.ShowLoginUICallbackProxy)
    UShowLoginUICallbackProxy* ShowExternalLoginUI(UObject* WorldContextObject, APlayerController* InPlayerController); // 0x17d9d50 [Final Native Static Public]

// ASpectatorBeaconClient (/Script/OnlineSubsystemUtils.SpectatorBeaconClient)
    void ServerReservationRequest(const FString& SessionId, const FSpectatorReservation& Reservation); // 0x17da160 [Native Event Protected]
    void ServerCancelReservationRequest(const FUniqueNetIdRepl& Spectator); // 0x17d71c0 [Native Event Protected]
    void ClientSendReservationUpdates(int32 NumRemainingReservations); // 0x17da3f0 [Native Event Public]
    void ClientSendReservationFull(); // 0xfa8b80 [Native Event Public]
    void ClientReservationResponse(uint8 ReservationResponse); // 0x17da5a0 [Native Event Public]
    void ClientCancelReservationResponse(uint8 ReservationResponse); // 0x17da4d0 [Native Event Public]

// ATestBeaconClient (/Script/OnlineSubsystemUtils.TestBeaconClient)
    void ServerPong(); // 0x17dbff0 [Native Event Public]
    void ClientPing(); // 0xe95f60 [Native Event Public]

// UTurnBasedBlueprintLibrary (/Script/OnlineSubsystemUtils.TurnBasedBlueprintLibrary)
    void RegisterTurnBasedMatchInterfaceObject(UObject* WorldContextObject, APlayerController* PlayerController, UObject* Object); // 0x17dc660 [Final Native Static Public]
    void GetPlayerDisplayName(UObject* WorldContextObject, APlayerController* PlayerController, const FString& MatchID, int32 PlayerIndex, const FString& PlayerDisplayName); // 0x17dc320 [Final Native Static Public]
    void GetMyPlayerIndex(UObject* WorldContextObject, APlayerController* PlayerController, const FString& MatchID, const int32& PlayerIndex); // 0x17dca60 [Final Native Static Public]
    void GetIsMyTurn(UObject* WorldContextObject, APlayerController* PlayerController, const FString& MatchID, const bool& bIsMyTurn); // 0x17dcd00 [Final Native Static Public]

// UVoipListenerSynthComponent (/Script/OnlineSubsystemUtils.VoipListenerSynthComponent)
    bool IsIdling(); // 0x17dd170 [Final Native Public]

// UOpenColorIOBlueprintLibrary (/Script/OpenColorIO.OpenColorIOBlueprintLibrary)
    bool ApplyColorSpaceTransform(UObject* WorldContextObject, FOpenColorIOColorConversionSettings& ConversionSettings, UTexture* InputTexture, UTextureRenderTarget2D* OutputRenderTarget); // 0x1642aa0 [Final Native Static Public]

// UOpenColorIODisplayExtensionWrapper (/Script/OpenColorIO.OpenColorIODisplayExtensionWrapper)
    void SetSceneExtensionIsActiveFunctions(const TArray<void>& IsActiveFunctions); // 0x1643850 [Final Native Public]
    void SetSceneExtensionIsActiveFunction(FSceneViewExtensionIsActiveFunctor& IsActiveFunction); // 0x1643a60 [Final Native Public]
    void SetOpenColorIOConfiguration(const FOpenColorIODisplayConfiguration& InDisplayConfiguration); // 0x1643ba0 [Final Native Public]
    void RemoveSceneExtension(); // 0x16437b0 [Final Native Public]
    UOpenColorIODisplayExtensionWrapper* CreateOpenColorIODisplayExtension(const FOpenColorIODisplayConfiguration& InDisplayConfiguration, FSceneViewExtensionIsActiveFunctor& IsActiveFunction); // 0x1643460 [Final Native Static Public]

// UPaperFlipbook (/Script/Paper2D.PaperFlipbook)
    bool IsValidKeyFrameIndex(int32 Index); // 0x1a9a3e0 [Final Native Public]
    float GetTotalDuration(); // 0x1a9a910 [Final Native Public]
    UPaperSprite* GetSpriteAtTime(float Time, bool bClampToEnds); // 0x1a9a600 [Final Native Public]
    UPaperSprite* GetSpriteAtFrame(int32 FrameIndex); // 0x1a9a4f0 [Final Native Public]
    int32 GetNumKeyFrames(); // 0x1a9a4d0 [Final Native Public]
    int32 GetNumFrames(); // 0x1a9a970 [Final Native Public]
    int32 GetKeyFrameIndexAtTime(float Time, bool bClampToEnds); // 0x1a9a7a0 [Final Native Public]

// UPaperFlipbookComponent (/Script/Paper2D.PaperFlipbookComponent)
    void Stop(); // 0x1a9b5a0 [Final Native Public]
    void SetSpriteColor(const FLinearColor& NewColor); // 0x1a9b730 [Final Native Public]
    void SetPlayRate(float NewRate); // 0x1a9afb0 [Final Native Public]
    void SetPlaybackPositionInFrames(int32 NewFramePosition, bool bFireEvents); // 0x1a9b3b0 [Final Native Public]
    void SetPlaybackPosition(float NewPosition, bool bFireEvents); // 0x1a9b1b0 [Final Native Public]
    void SetNewTime(float NewTime); // 0x1a9aea0 [Final Native Public]
    void SetLooping(bool bNewLooping); // 0x1a9b0b0 [Final Native Public]
    bool SetFlipbook(UPaperFlipbook* NewFlipbook); // 0x1a9b8f0 [Native Public]
    void ReverseFromEnd(); // 0x1a9b5c0 [Final Native Public]
    void Reverse(); // 0x1a9b650 [Final Native Public]
    void PlayFromStart(); // 0x1a9b690 [Final Native Public]
    void Play(); // 0x1a9b6f0 [Final Native Public]
    void OnRep_SourceFlipbook(UPaperFlipbook* OldFlipbook); // 0x1a9aca0 [Final Native Protected]
    bool IsReversing(); // 0x1a9b540 [Final Native Public]
    bool IsPlaying(); // 0x1a9b570 [Final Native Public]
    bool IsLooping(); // 0x1a9b080 [Final Native Public]
    FLinearColor GetSpriteColor(); // 0x1a9b890 [Final Native Public]
    float GetPlayRate(); // 0x1a9af90 [Final Native Public]
    int32 GetPlaybackPositionInFrames(); // 0x1a9b320 [Final Native Public]
    float GetPlaybackPosition(); // 0x1a9b190 [Final Native Public]
    int32 GetFlipbookLengthInFrames(); // 0x1a9add0 [Final Native Public]
    float GetFlipbookLength(); // 0x1a9ae20 [Final Native Public]
    float GetFlipbookFramerate(); // 0x1a9ad90 [Final Native Public]
    UPaperFlipbook* GetFlipbook(); // 0x1a9b8c0 [Native Public]

// UPaperGroupedSpriteComponent (/Script/Paper2D.PaperGroupedSpriteComponent)
    bool UpdateInstanceTransform(int32 InstanceIndex, FTransform& NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport); // 0x1a9c5d0 [Native Public]
    bool UpdateInstanceColor(int32 InstanceIndex, const FLinearColor& NewInstanceColor, bool bMarkRenderStateDirty); // 0x1a9c3d0 [Native Public]
    void SortInstancesAlongAxis(const FVector& WorldSpaceSortAxis); // 0x1a9c1e0 [Final Native Public]
    bool RemoveInstance(int32 InstanceIndex); // 0x1a9c2e0 [Native Public]
    bool GetInstanceTransform(int32 InstanceIndex, FTransform& OutInstanceTransform, bool bWorldSpace); // 0x1a9c960 [Final Native Public]
    int32 GetInstanceCount(); // 0x1a9b190 [Final Native Public]
    void ClearInstances(); // 0x1a9c2c0 [Native Public]
    int32 AddInstance(FTransform& Transform, UPaperSprite* Sprite, bool bWorldSpace, const FLinearColor& Color); // 0x1a9cbb0 [Final Native Public]

// UPaperSpriteBlueprintLibrary (/Script/Paper2D.PaperSpriteBlueprintLibrary)
    FSlateBrush MakeBrushFromSprite(UPaperSprite* Sprite, int32 Width, int32 Height); // 0x1a9d7d0 [Final Native Static Public]

// UPaperSpriteComponent (/Script/Paper2D.PaperSpriteComponent)
    void SetSpriteColor(const FLinearColor& NewColor); // 0x1a9dc90 [Final Native Public]
    bool SetSprite(UPaperSprite* NewSprite); // 0x1a9b8f0 [Native Public]
    UPaperSprite* GetSprite(); // 0x1a9b8c0 [Native Public]

// UPaperTerrainComponent (/Script/Paper2D.PaperTerrainComponent)
    void SetTerrainColor(const FLinearColor& NewColor); // 0x1a9e240 [Final Native Public]

// UPaperTileMapComponent (/Script/Paper2D.PaperTileMapComponent)
    void SetTileMapColor(const FLinearColor& NewColor); // 0x1a9fd90 [Final Native Public]
    bool SetTileMap(UPaperTileMap* NewTileMap); // 0x1a9b8f0 [Native Public]
    void SetTile(int32 X, int32 Y, int32 Layer, const FPaperTileInfo& NewValue); // 0x1aa00a0 [Final Native Public]
    void SetLayerColor(const FLinearColor& NewColor, int32 Layer); // 0x1a9fae0 [Final Native Public]
    void SetLayerCollision(int32 Layer, bool bHasCollision, bool bOverrideThickness, float CustomThickness, bool bOverrideOffset, float CustomOffset, bool bRebuildCollision); // 0x1a9ea60 [Final Native Public]
    void SetDefaultCollisionThickness(float Thickness, bool bRebuildCollision); // 0x1a9eef0 [Final Native Public]
    void ResizeMap(int32 NewWidthInTiles, int32 NewHeightInTiles); // 0x1a9ff20 [Final Native Public]
    void RebuildCollision(); // 0x1a9ea40 [Final Native Public]
    bool OwnsTileMap(); // 0x1aa0830 [Final Native Public]
    void MakeTileMapEditable(); // 0x1a9fa80 [Final Native Public]
    void GetTilePolygon(int32 TileX, int32 TileY, const TArray<int32>& Points, int32 LayerIndex, bool bWorldSpace); // 0x1a9f0d0 [Final Native Public]
    FLinearColor GetTileMapColor(); // 0x1a9fe60 [Final Native Public]
    FVector GetTileCornerPosition(int32 TileX, int32 TileY, int32 LayerIndex, bool bWorldSpace); // 0x1a9f740 [Final Native Public]
    FVector GetTileCenterPosition(int32 TileX, int32 TileY, int32 LayerIndex, bool bWorldSpace); // 0x1a9f400 [Final Native Public]
    FPaperTileInfo GetTile(int32 X, int32 Y, int32 Layer); // 0x1aa0360 [Final Native Public]
    void GetMapSize(const int32& MapWidth, const int32& MapHeight, const int32& NumLayers); // 0x1aa05e0 [Final Native Public]
    FLinearColor GetLayerColor(int32 Layer); // 0x1a9fc80 [Final Native Public]
    void CreateNewTileMap(int32 MapWidth, int32 MapHeight, int32 TileWidth, int32 TileHeight, float PixelsPerUnrealUnit, bool bCreateLayer); // 0x1aa0870 [Final Native Public]
    UPaperTileLayer* AddNewLayer(); // 0x1a9fe90 [Final Native Public]

// UTileMapBlueprintLibrary (/Script/Paper2D.TileMapBlueprintLibrary)
    FPaperTileInfo MakeTile(int32 TileIndex, UPaperTileSet* TileSet, bool bFlipH, bool bFlipV, bool bFlipD); // 0x1aa1b20 [Final Native Static Public]
    FName GetTileUserData(const FPaperTileInfo& Tile); // 0x1aa2360 [Final Native Static Public]
    FTransform GetTileTransform(const FPaperTileInfo& Tile); // 0x1aa2240 [Final Native Static Public]
    void BreakTile(const FPaperTileInfo& Tile, const int32& TileIndex, const UPaperTileSet*& TileSet, const bool& bFlipH, const bool& bFlipV, const bool& bFlipD); // 0x1aa1e70 [Final Native Static Public]

// UWheeledVehicleMovementComponent (/Script/PhysXVehicles.WheeledVehicleMovementComponent)
    void SetUseAutoGears(bool bUseAuto); // 0x1b866d0 [Final Native Public]
    void SetThrottleInput(float Throttle); // 0x1b86de0 [Final Native Public]
    void SetTargetGear(int32 GearNum, bool bImmediate); // 0x1b867b0 [Final Native Public]
    void SetSteeringInput(float Steering); // 0x1b86be0 [Final Native Public]
    void SetHandbrakeInput(bool bNewHandbrake); // 0x1b86b00 [Final Native Public]
    void SetGroupsToIgnoreMask(FNavAvoidanceMask& GroupMask); // 0x1b86030 [Final Native Public]
    void SetGroupsToIgnore(int32 GroupFlags); // 0x1b86110 [Final Native Public]
    void SetGroupsToAvoidMask(FNavAvoidanceMask& GroupMask); // 0x1b861f0 [Final Native Public]
    void SetGroupsToAvoid(int32 GroupFlags); // 0x1b862d0 [Final Native Public]
    void SetGearUp(bool bNewGearUp); // 0x1b86a20 [Final Native Public]
    void SetGearDown(bool bNewGearDown); // 0x1b86940 [Final Native Public]
    void SetBrakeInput(float Brake); // 0x1b86ce0 [Final Native Public]
    void SetAvoidanceGroupMask(FNavAvoidanceMask& GroupMask); // 0x1b863b0 [Final Native Public]
    void SetAvoidanceGroup(int32 GroupFlags); // 0x1b86490 [Final Native Public]
    void SetAvoidanceEnabled(bool bEnable); // 0x1b85f00 [Final Native Public]
    void ServerUpdateState(float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int32 CurrentGear); // 0x1b85bb0 [Native Event Protected]
    bool GetUseAutoGears(); // 0x1b86570 [Final Native Public]
    int32 GetTargetGear(); // 0x1b865b0 [Final Native Public]
    float GetForwardSpeed(); // 0x1b866a0 [Final Native Public]
    float GetEngineRotationSpeed(); // 0x1b86670 [Final Native Public]
    float GetEngineMaxRotationSpeed(); // 0x1b86650 [Final Native Public]
    int32 GetCurrentGear(); // 0x1b86600 [Final Native Public]

// USimpleWheeledVehicleMovementComponent (/Script/PhysXVehicles.SimpleWheeledVehicleMovementComponent)
    void SetSteerAngle(float SteerAngle, int32 WheelIndex); // 0x1b84bc0 [Final Native Public]
    void SetDriveTorque(float DriveTorque, int32 WheelIndex); // 0x1b84dd0 [Final Native Public]
    void SetBrakeTorque(float BrakeTorque, int32 WheelIndex); // 0x1b84fe0 [Final Native Public]

// UVehicleAnimInstance (/Script/PhysXVehicles.VehicleAnimInstance)
    AWheeledVehicle* GetVehicle(); // 0x1b854e0 [Final Native Public]

// UVehicleWheel (/Script/PhysXVehicles.VehicleWheel)
    bool IsInAir(); // 0x1b856e0 [Final Native Public]
    float GetSuspensionOffset(); // 0x1b85710 [Final Native Public]
    float GetSteerAngle(); // 0x1b85770 [Final Native Public]
    float GetRotationAngle(); // 0x1b85740 [Final Native Public]

// APrefabActor (/Script/PrefabricatorRuntime.PrefabActor)
    void SavePrefab(); // 0x1a551e0 [Final Native Public]
    void RandomizeSeed(const FRandomStream& InRandom, bool bRecursive); // 0x1a54fb0 [Final Native Public]
    void LoadPrefab(); // 0x1a55200 [Final Native Public]
    bool IsPrefabOutdated(); // 0x1a55160 [Final Native Public]
    UPrefabricatorAsset* GetPrefabAsset(); // 0x1a55130 [Final Native Public]

// APrefabRandomizer (/Script/PrefabricatorRuntime.PrefabRandomizer)
    void Randomize(int32 InSeed); // 0x1a55750 [Final Native Public]

// UPrefabricatorEventListener (/Script/PrefabricatorRuntime.PrefabricatorEventListener)
    void PostSpawn(APrefabActor* Prefab); // 0x1a55eb0 [Native Event Public]

// UPrefabricatorBlueprintLibrary (/Script/PrefabricatorRuntime.PrefabricatorBlueprintLibrary)
    void UnlinkPrefab(APrefabActor* PrefabActor); // 0x1a57240 [Final Native Static Public]
    APrefabActor* SpawnPrefab(UObject* WorldContextObject, UPrefabricatorAssetInterface* Prefab, FTransform& Transform, int32 Seed); // 0x1a57480 [Final Native Static Public]
    void SetPrefabAsset(APrefabActor* PrefabActor, UPrefabricatorAssetInterface* Prefab, bool bReloadPrefab); // 0x1a56a30 [Final Native Static Public]
    void RandomizePrefab(APrefabActor* PrefabActor, const FRandomStream& InRandom); // 0x1a57310 [Final Native Static Public]
    void GetAllAttachedActors(AActor* Prefab, const TArray<void>& AttachedActors); // 0x1a57020 [Final Native Static Public]
    APrefabActor* FindTopMostPrefabActor(AActor* InActor); // 0x1a56910 [Final Native Static Public]

// UProceduralMeshComponent (/Script/ProceduralMeshComponent.ProceduralMeshComponent)
    void UpdateMeshSection_LinearColor(int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<TArray<TArray<TArray<void>>>>>>>>& Vertices, const TArray<TArray<TArray<TArray<TArray<TArray<TArray<void>>>>>>>& Normals, const TArray<TArray<TArray<TArray<TArray<TArray<void>>>>>>& UV0, const TArray<TArray<TArray<TArray<TArray<void>>>>>& UV1, const TArray<TArray<TArray<TArray<void>>>>& UV2, const TArray<TArray<TArray<void>>>& UV3, const TArray<TArray<void>>& VertexColors, const TArray<void>& Tangents); // 0x1627df0 [Final Native Public]
    void UpdateMeshSection(int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Normals, const TArray<TArray<TArray<void>>>& UV0, const TArray<TArray<void>>& VertexColors, const TArray<void>& Tangents); // 0x16284a0 [Final Native Public]
    void SetMeshSectionVisible(int32 SectionIndex, bool bNewVisibility); // 0x1627b70 [Final Native Public]
    bool IsMeshSectionVisible(int32 SectionIndex); // 0x1627a70 [Final Native Public]
    int32 GetNumSections(); // 0x1627a50 [Final Native Public]
    void CreateMeshSection_LinearColor(int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<TArray<TArray<TArray<TArray<void>>>>>>>>>& Vertices, const TArray<TArray<TArray<TArray<TArray<TArray<TArray<TArray<bool>>>>>>>>& Triangles, const TArray<TArray<TArray<TArray<TArray<TArray<TArray<bool>>>>>>>& Normals, const TArray<TArray<TArray<TArray<TArray<TArray<bool>>>>>>& UV0, const TArray<TArray<TArray<TArray<TArray<bool>>>>>& UV1, const TArray<TArray<TArray<TArray<bool>>>>& UV2, const TArray<TArray<TArray<bool>>>& UV3, const TArray<TArray<bool>>& VertexColors, const TArray<bool>& Tangents, bool bCreateCollision); // 0x16288e0 [Final Native Public]
    void CreateMeshSection(int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<TArray<bool>>>>>>& Vertices, const TArray<TArray<TArray<TArray<TArray<bool>>>>>& Triangles, const TArray<TArray<TArray<TArray<bool>>>>& Normals, const TArray<TArray<TArray<bool>>>& UV0, const TArray<TArray<bool>>& VertexColors, const TArray<bool>& Tangents, bool bCreateCollision); // 0x1629040 [Final Native Public]
    void ClearMeshSection(int32 SectionIndex); // 0x1627cf0 [Final Native Public]
    void ClearCollisionConvexMeshes(); // 0x1627460 [Final Native Public]
    void ClearAllMeshSections(); // 0x1627cd0 [Final Native Public]
    void AddCollisionConvexMesh(const TArray<void>& ConvexVerts); // 0x16274a0 [Final Native Public]

// UKismetProceduralMeshLibrary (/Script/ProceduralMeshComponent.KismetProceduralMeshLibrary)
    void SliceProceduralMesh(UProceduralMeshComponent* InProcMesh, const FVector& PlanePosition, const FVector& PlaneNormal, bool bCreateOtherHalf, const UProceduralMeshComponent*& OutOtherHalfProcMesh, const EProcMeshSliceCapOption& CapOption, UMaterialInterface* CapMaterial); // 0x1623db0 [Final Native Static Public]
    void GetSectionFromStaticMesh(UStaticMesh* InMesh, int32 LODIndex, int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& Normals, const TArray<TArray<void>>& UVs, const TArray<void>& Tangents); // 0x1624a60 [Final Native Static Public]
    void GetSectionFromProceduralMesh(UProceduralMeshComponent* InProcMesh, int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& Normals, const TArray<TArray<void>>& UVs, const TArray<void>& Tangents); // 0x16241d0 [Final Native Static Public]
    void GenerateBoxMesh(const FVector& BoxRadius, const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& Normals, const TArray<TArray<void>>& UVs, const TArray<void>& Tangents); // 0x1626b40 [Final Native Static Public]
    void CreateGridMeshWelded(int32 NumX, int32 NumY, const TArray<TArray<TArray<float>>>& Triangles, const TArray<TArray<float>>& Vertices, const TArray<float>& UVs, float GridSpacing); // 0x16259a0 [Final Native Static Public]
    void CreateGridMeshTriangles(int32 NumX, int32 NumY, bool bWinding, const TArray<void>& Triangles); // 0x16260e0 [Final Native Static Public]
    void CreateGridMeshSplit(int32 NumX, int32 NumY, const TArray<TArray<TArray<TArray<float>>>>& Triangles, const TArray<TArray<TArray<float>>>& Vertices, const TArray<TArray<float>>& UVs, const TArray<float>& UV1s, float GridSpacing); // 0x1624f80 [Final Native Static Public]
    void CopyProceduralMeshFromStaticMeshComponent(UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, UProceduralMeshComponent* ProcMeshComponent, bool bCreateCollision); // 0x1624800 [Final Native Static Public]
    void ConvertQuadToTriangles(const TArray<int32>& Triangles, int32 Vert0, int32 Vert1, int32 Vert2, int32 Vert3); // 0x1626480 [Final Native Static Public]
    void CalculateTangentsForMesh(const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& UVs, const TArray<TArray<void>>& Normals, const TArray<void>& Tangents); // 0x16267a0 [Final Native Static Public]

// UApiAddStreamTag (/Script/R66.ApiAddStreamTag)
    UApiAddStreamTag* AddStreamTag(const FString& ID); // 0x1a09100 [Final Native Static Public]

// UApiCheckUserSubscription (/Script/R66.ApiCheckUserSubscription)
    UApiCheckUserSubscription* CheckUserSubscription(const FString& Broadcaster); // 0x1a09360 [Final Native Static Public]

// UApiCloseEventStream (/Script/R66.ApiCloseEventStream)
    UApiCloseEventStream* CloseEventStream(const FR66EventStreamDesc& Desc); // 0x1a095c0 [Final Native Static Public]

// UApiCreateClip (/Script/R66.ApiCreateClip)
    UApiCreateClip* CreateClip(bool hasDelay); // 0x1a097b0 [Final Native Static Public]

// UApiCreatePoll (/Script/R66.ApiCreatePoll)
    UApiCreatePoll* CreatePoll(const FString& Title, const TArray<int64>& Choices, int64 Duration, bool BitsVotingEnabled, int32 BitsPerVote, bool ChannelPointsVotingEnabled, int32 ChannelPointsPerVote); // 0x1a09a40 [Final Native Static Public]

// UApiCreatePrediction (/Script/R66.ApiCreatePrediction)
    UApiCreatePrediction* CreatePrediction(const FString& Title, const TArray<int32>& Outcomes, int32 Duration); // 0x1a0a100 [Final Native Static Public]

// UApiCreateStreamMarker (/Script/R66.ApiCreateStreamMarker)
    UApiCreateStreamMarker* CreateStreamMarker(const FString& Description); // 0x1a0a4e0 [Final Native Static Public]

// UApiEndPoll (/Script/R66.ApiEndPoll)
    UApiEndPoll* EndPoll(const FString& BroadcasterId, const FString& PollId, bool ShowResults); // 0x1a0a7d0 [Final Native Static Public]

// UApiEndPrediction (/Script/R66.ApiEndPrediction)
    UApiEndPrediction* EndPrediction(const FString& BroadcasterId, const FString& PredictionId, const FR66PredictionStatus& Status, const FString& WinningOutcomeId); // 0x1a0ac60 [Final Native Static Public]

// UApiGetAuthenticationInfo (/Script/R66.ApiGetAuthenticationInfo)
    UApiGetAuthenticationInfo* GetAuthenticationInfo(const FString& Scopes); // 0x1a0b150 [Final Native Static Public]

// UApiGetAuthState (/Script/R66.ApiGetAuthState)
    UApiGetAuthState* GetAuthState(); // 0x1a0b420 [Final Native Static Public]

// UApiGetBitsLeaderboard (/Script/R66.ApiGetBitsLeaderboard)
    UApiGetBitsLeaderboard* GetBitsLeaderboard(int32 Count, const FString& Period, const FString& StartedAt, const FString& UserId); // 0x1a0b610 [Final Native Static Public]

// UApiGetMyStreamInfo (/Script/R66.ApiGetMyStreamInfo)
    UApiGetMyStreamInfo* GetMyStreamInfo(); // 0x1a0bb00 [Final Native Static Public]

// UApiGetMyUserInfo (/Script/R66.ApiGetMyUserInfo)
    UApiGetMyUserInfo* GetMyUserInfo(); // 0x1a0bc50 [Final Native Static Public]

// UApiGetUserInfoById (/Script/R66.ApiGetUserInfoById)
    UApiGetUserInfoById* GetUserInfoById(const FString& ID); // 0x1a0bda0 [Final Native Static Public]

// UApiGetUserInfoByLoginName (/Script/R66.ApiGetUserInfoByLoginName)
    UApiGetUserInfoByLoginName* GetUserInfoByLoginName(const FString& login); // 0x1a0c000 [Final Native Static Public]

// UApiLogOut (/Script/R66.ApiLogOut)
    UApiLogOut* Logout(); // 0x1a0c260 [Final Native Static Public]

// UApiModifyChannelInformation (/Script/R66.ApiModifyChannelInformation)
    UApiModifyChannelInformation* ModifyChannelInformation(const FString& GameId, const FString& Language, const FString& Title, int32 Delay, const TArray<bool>& Tags, bool ForceUpdateTags); // 0x1a0c460 [Final Native Static Public]

// UApiPrepareShutdown (/Script/R66.ApiPrepareShutdown)
    UApiPrepareShutdown* PrepareShutdown(); // 0x1a0caf0 [Final Native Static Public]

// UApiQueryStreams (/Script/R66.ApiQueryStreams)
    UApiQueryStreams* QueryStreams(const FString& After, int32 First, const TArray<TArray<TArray<TArray<UApiQueryStreams*>>>>& GameIds, const TArray<TArray<TArray<UApiQueryStreams*>>>& Languages, const TArray<TArray<UApiQueryStreams*>>& UserIds, const TArray<UApiQueryStreams*>& UserLogins); // 0x1a0ccf0 [Final Native Static Public]

// UApiRemoveStreamTag (/Script/R66.ApiRemoveStreamTag)
    UApiRemoveStreamTag* RemoveStreamTag(const FString& ID); // 0x1a0d400 [Final Native Static Public]

// UApiReplaceCustomRewards (/Script/R66.ApiReplaceCustomRewards)
    UApiReplaceCustomRewards* ReplaceCustomRewards(const FR66CustomRewardList& req); // 0x1a0d6e0 [Final Native Static Public]

// UApiResolveCustomReward (/Script/R66.ApiResolveCustomReward)
    UApiResolveCustomReward* ResolveCustomReward(const FString& RedemptionId, const FString& CustomRewardId, const FString& BroadcasterId, const FR66CustomRewardRedemptionState& Resolution); // 0x1a0da00 [Final Native Static Public]

// UApiSubscribeToEventStream (/Script/R66.ApiSubscribeToEventStream)
    UApiSubscribeToEventStream* SubscribeToEventStream(const FR66EventStreamKind& Kind); // 0x1a0def0 [Final Native Static Public]

// UApiUnsubscribeFromPoll (/Script/R66.ApiUnsubscribeFromPoll)
    UApiUnsubscribeFromPoll* UnsubscribeFromPoll(const FString& ID); // 0x1a0e0e0 [Final Native Static Public]

// UApiUnsubscribeFromPrediction (/Script/R66.ApiUnsubscribeFromPrediction)
    UApiUnsubscribeFromPrediction* UnsubscribeFromPrediction(const FString& ID); // 0x1a0e340 [Final Native Static Public]

// UApiWaitForChannelCheerEvent (/Script/R66.ApiWaitForChannelCheerEvent)
    UApiWaitForChannelCheerEvent* WaitForChannelCheerEvent(const FR66EventStreamDesc& Desc); // 0x1a0f070 [Final Native Static Public]

// UApiWaitForChannelFollowEvent (/Script/R66.ApiWaitForChannelFollowEvent)
    UApiWaitForChannelFollowEvent* WaitForChannelFollowEvent(const FR66EventStreamDesc& Desc); // 0x1a0f260 [Final Native Static Public]

// UApiWaitForChannelRaidEvent (/Script/R66.ApiWaitForChannelRaidEvent)
    UApiWaitForChannelRaidEvent* WaitForChannelRaidEvent(const FR66EventStreamDesc& Desc); // 0x1a0f450 [Final Native Static Public]

// UApiWaitForChannelSubscribeEvent (/Script/R66.ApiWaitForChannelSubscribeEvent)
    UApiWaitForChannelSubscribeEvent* WaitForChannelSubscribeEvent(const FR66EventStreamDesc& Desc); // 0x1a0f640 [Final Native Static Public]

// UApiWaitForCustomRewardEvent (/Script/R66.ApiWaitForCustomRewardEvent)
    UApiWaitForCustomRewardEvent* WaitForCustomRewardEvent(const FR66EventStreamDesc& Desc); // 0x1a0f830 [Final Native Static Public]

// UApiWaitForHypeTrainEvent (/Script/R66.ApiWaitForHypeTrainEvent)
    UApiWaitForHypeTrainEvent* WaitForHypeTrainEvent(const FR66EventStreamDesc& Desc); // 0x1a0fa20 [Final Native Static Public]

// UApiWaitForPollUpdate (/Script/R66.ApiWaitForPollUpdate)
    UApiWaitForPollUpdate* WaitForPollUpdate(const FString& poll); // 0x1a0fc10 [Final Native Static Public]

// UApiWaitForPredictionUpdate (/Script/R66.ApiWaitForPredictionUpdate)
    UApiWaitForPredictionUpdate* WaitForPredictionUpdate(const FString& prediction); // 0x1a0fe70 [Final Native Static Public]

// UR66BPLibrary (/Script/R66.R66BPLibrary)
    FString BuildOAuthScopes(const TArray<TArray<FString>>& Scopes, const TArray<FString>& CustomScopes); // 0x1a10270 [Final Native Static Public]

// UReflexBlueprintLibrary (/Script/Reflex.ReflexBlueprintLibrary)
    void SetReflexMode(const EReflexMode& Mode); // 0x18575a0 [Final Native Static Public]
    void SetFlashIndicatorEnabled(bool bEnabled); // 0x18573d0 [Final Native Static Public]
    float GetRenderLatencyInMs(); // 0x1857120 [Final Native Static Public]
    EReflexMode GetReflexMode(); // 0x1857500 [Final Native Static Public]
    bool GetReflexAvailable(); // 0x1857660 [Final Native Static Public]
    float GetGameToRenderLatencyInMs(); // 0x1857280 [Final Native Static Public]
    float GetGameLatencyInMs(); // 0x18571d0 [Final Native Static Public]
    bool GetFlashIndicatorEnabled(); // 0x1857330 [Final Native Static Public]

// URigVM (/Script/RigVM.RigVM)
    void SetParameterValueVector2D(const FName& InParameterName, const FVector2D& InValue, int32 InArrayIndex); // 0x4963100 [Final Native Public]
    void SetParameterValueVector(const FName& InParameterName, const FVector& InValue, int32 InArrayIndex); // 0x4962e60 [Final Native Public]
    void SetParameterValueTransform(const FName& InParameterName, FTransform& InValue, int32 InArrayIndex); // 0x49628c0 [Final Native Public]
    void SetParameterValueString(const FName& InParameterName, const FString& InValue, int32 InArrayIndex); // 0x49633a0 [Final Native Public]
    void SetParameterValueQuat(const FName& InParameterName, FQuat& InValue, int32 InArrayIndex); // 0x4962bc0 [Final Native Public]
    void SetParameterValueName(const FName& InParameterName, const FName& InValue, int32 InArrayIndex); // 0x4963690 [Final Native Public]
    void SetParameterValueInt(const FName& InParameterName, int32 InValue, int32 InArrayIndex); // 0x4963930 [Final Native Public]
    void SetParameterValueFloat(const FName& InParameterName, float InValue, int32 InArrayIndex); // 0x4963bb0 [Final Native Public]
    void SetParameterValueBool(const FName& InParameterName, bool InValue, int32 InArrayIndex); // 0x4963e40 [Final Native Public]
    FString GetRigVMFunctionName(int32 InFunctionIndex); // 0x4965560 [Final Native Public]
    FVector2D GetParameterValueVector2D(const FName& InParameterName, int32 InArrayIndex); // 0x4964760 [Final Native Public]
    FVector GetParameterValueVector(const FName& InParameterName, int32 InArrayIndex); // 0x4964530 [Final Native Public]
    FTransform GetParameterValueTransform(const FName& InParameterName, int32 InArrayIndex); // 0x49640d0 [Final Native Public]
    FString GetParameterValueString(const FName& InParameterName, int32 InArrayIndex); // 0x4964990 [Final Native Public]
    FQuat GetParameterValueQuat(const FName& InParameterName, int32 InArrayIndex); // 0x4964310 [Final Native Public]
    FName GetParameterValueName(const FName& InParameterName, int32 InArrayIndex); // 0x4964b80 [Final Native Public]
    int32 GetParameterValueInt(const FName& InParameterName, int32 InArrayIndex); // 0x4964db0 [Final Native Public]
    float GetParameterValueFloat(const FName& InParameterName, int32 InArrayIndex); // 0x4964fd0 [Final Native Public]
    bool GetParameterValueBool(const FName& InParameterName, int32 InArrayIndex); // 0x49651f0 [Final Native Public]
    int32 GetParameterArraySize(const FName& InParameterName); // 0x4965420 [Final Native Public]
    bool Execute(const FName& InEntryName); // 0x4965820 [Final Native Public]
    int32 AddRigVMFunction(UScriptStruct* InRigVMStruct, const FName& InMethodName); // 0x49656c0 [Final Native Public]

// ISaveExtensionInterface (/Script/SaveExtension.SaveExtensionInterface)
    void ReceiveOnSubLevelSerializationBegan(); // 0x274f500 [Event Public]
    void ReceiveOnSaveFinished(bool bError); // 0x274f500 [Event Public]
    void ReceiveOnSaveBegan(); // 0x274f500 [Event Public]
    void ReceiveOnPostDeserialize(); // 0x274f500 [Event Public]
    void ReceiveOnLoadSublevelFinished(bool bError, ULevel* Level); // 0x274f500 [Event Public]
    void ReceiveOnLoadFinished(bool bError); // 0x274f500 [Event Public]
    void ReceiveOnLoadBegan(); // 0x274f500 [Event Public]

// IAHSaveExtensionInterface (/Script/SaveExtension.AHSaveExtensionInterface)
    void OnDeserializeSubsystem(); // 0xec2950 [Native Event Public]
    void OnDeserializeComponent(); // 0xec2970 [Native Event Public]
    void OnDeserializeActor(); // 0xec2990 [Native Event Public]
    void OnBeforeSerializeActor(); // 0xec2930 [Native Event Public]

// ULevelStreamingNotifier (/Script/SaveExtension.LevelStreamingNotifier)
    void OnUnloaded(); // 0xec38b0 [Final Native Private]
    void OnShown(); // 0xec3860 [Final Native Private]
    void OnLoaded(); // 0xec3900 [Final Native Private]
    void OnHidden(); // 0xec3810 [Final Native Private]

// USaveManager (/Script/SaveExtension.SaveManager)
    void UnsubscribeFromEvents(const TScriptInterface<ISaveExtensionInterface>& Interface); // 0xec5230 [Final Native Public]
    void SubscribeForEvents(const TScriptInterface<ISaveExtensionInterface>& Interface); // 0xec5330 [Final Native Public]
    USavePreset* SetActivePreset(TSubclassOf<USavePreset> PresetClass); // 0xec58d0 [Final Native Public]
    void SerializeStreamingLevel(ULevelStreaming* LevelStreaming); // 0xec5570 [Final Native Private]
    bool IsSlotSavedById(int32 SlotId); // 0xec5aa0 [Final Native Public]
    bool IsSlotSaved(const FName& SlotName); // 0xec5bc0 [Final Native Public]
    bool IsSavingOrLoading(); // 0xec5410 [Final Native Public]
    bool IsReady(); // 0xec5890 [Final Native Public]
    bool IsInSlot(); // 0xec5a70 [Final Native Public]
    bool HasSlots(); // 0xec5e60 [Final Native Public]
    FName GetSlotNameFromId(int32 SlotId); // 0xec57b0 [Final Native Public]
    USlotInfo* GetSlotInfo(int32 SlotId); // 0xec5cb0 [Final Native Public]
    USlotInfo* GetCurrentInfo(); // 0xec5e20 [Final Native Public]
    USlotData* GetCurrentData(); // 0xec5de0 [Final Native Public]
    void EnableSaveDump(int32 LevelSize, int32 ActorSize); // 0xec5650 [Final Native Public]
    void EnableExtension(); // 0xec5200 [Final Native Public]
    void DisableSaveDump(); // 0xec5630 [Final Native Public]
    void DisableExtension(); // 0xec5190 [Final Native Public]
    void DeserializeStreamingLevel(ULevelStreaming* LevelStreaming); // 0xec5440 [Final Native Private]
    bool DeleteSlotById(int32 SlotId); // 0xec6150 [Final Native Public]
    bool DeleteSlot(USlotInfo* Slot); // 0xec5e90 [Final Native Public]
    void BPSaveSlotToId(int32 SlotId, bool bScreenshot, const FScreenshotSize& Size, const ESaveGameResult& Result, const FLatentActionInfo& LatentInfo, bool bOverrideIfNeeded); // 0xec4d90 [Final Native Public]
    void BPSaveSlotByInfo(USlotInfo* SlotInfo, bool bScreenshot, const FScreenshotSize& Size, const ESaveGameResult& Result, const FLatentActionInfo& LatentInfo, bool bOverrideIfNeeded); // 0xec6b20 [Final Native Public]
    void BPSaveSlotById(int32 SlotId, bool bScreenshot, const FScreenshotSize& Size, const ESaveGameResult& Result, const FLatentActionInfo& LatentInfo, bool bOverrideIfNeeded); // 0xec4d90 [Final Native Public]
    void BPSaveSlot(const FName& SlotName, bool bScreenshot, const FScreenshotSize& Size, const ESaveGameResult& Result, const FLatentActionInfo& LatentInfo, bool bOverrideIfNeeded); // 0xec6ee0 [Final Native Public]
    void BPSaveCurrentSlot(bool bScreenshot, const FScreenshotSize& Size, const ESaveGameResult& Result, const FLatentActionInfo& LatentInfo); // 0xec6870 [Final Native Public]
    void BPReloadCurrentSlot(const ELoadGameResult& Result, const FLatentActionInfo& LatentInfo); // 0xec6270 [Final Native Public]
    void BPLoadSlotFromId(int32 SlotId, const ELoadGameResult& Result, const FLatentActionInfo& LatentInfo); // 0xec4b60 [Final Native Public]
    void BPLoadSlotByInfo(USlotInfo* SlotInfo, const ELoadGameResult& Result, const FLatentActionInfo& LatentInfo); // 0xec6420 [Final Native Public]
    void BPLoadSlotById(int32 SlotId, const ELoadGameResult& Result, const FLatentActionInfo& LatentInfo); // 0xec4b60 [Final Native Public]
    void BPLoadSlot(const FName& SlotName, const ELoadGameResult& Result, const FLatentActionInfo& LatentInfo); // 0xec6650 [Final Native Public]
    USavePreset* BPGetPreset(); // 0xec5f90 [Final Native Public]
    void BPDeleteAllSlots(const EDeleteSlotsResult& Result, const FLatentActionInfo& LatentInfo); // 0xec5fb0 [Final Native Public]

// USavePreset (/Script/SaveExtension.SavePreset)
    void BPGetSlotNameFromId(int32 ID, const FName& Name); // 0xec7a60 [Native Event Public]

// USlotInfo (/Script/SaveExtension.SlotInfo)
    bool IsCompatibleSave(); // 0xec8190 [Final Native Public]
    UTexture2D* GetThumbnail(); // 0xec81c0 [Final Native Public]

// UMovieSceneBindingExtensions (/Script/SequencerScripting.MovieSceneBindingExtensions)
    void SetParent(FSequencerBindingProxy& InBinding, FSequencerBindingProxy& InParentBinding); // 0x164a7e0 [Final Native Static Public]
    void SetName(FSequencerBindingProxy& InBinding, const FString& InName); // 0x164b800 [Final Native Static Public]
    void SetDisplayName(FSequencerBindingProxy& InBinding, FText& InDisplayName); // 0x164bc50 [Final Native Static Public]
    void RemoveTrack(FSequencerBindingProxy& InBinding, UMovieSceneTrack* TrackToRemove); // 0x164b0a0 [Final Native Static Public]
    void Remove(FSequencerBindingProxy& InBinding); // 0x164afc0 [Final Native Static Public]
    void MoveBindingContents(FSequencerBindingProxy& SourceBindingId, FSequencerBindingProxy& DestinationBindingId); // 0x164a5b0 [Final Native Static Public]
    bool IsValid(FSequencerBindingProxy& InBinding); // 0x164c090 [Final Native Static Public]
    TArray<void> GetTracks(FSequencerBindingProxy& InBinding); // 0x164b620 [Final Native Static Public]
    TSubclassOf<UObject> GetPossessedObjectClass(FSequencerBindingProxy& InBinding); // 0x164aad0 [Final Native Static Public]
    FSequencerBindingProxy GetParent(FSequencerBindingProxy& InBinding); // 0x164a990 [Final Native Static Public]
    UObject* GetObjectTemplate(FSequencerBindingProxy& InBinding); // 0x164abf0 [Final Native Static Public]
    FString GetName(FSequencerBindingProxy& InBinding); // 0x164ba80 [Final Native Static Public]
    FGuid GetId(FSequencerBindingProxy& InBinding); // 0x164bfa0 [Final Native Static Public]
    FText GetDisplayName(FSequencerBindingProxy& InBinding); // 0x164be20 [Final Native Static Public]
    TArray<void> GetChildPossessables(FSequencerBindingProxy& InBinding); // 0x164ad10 [Final Native Static Public]
    TArray<void> FindTracksByType(FSequencerBindingProxy& InBinding, TSubclassOf<UMovieSceneTrack> TrackType); // 0x164b460 [Final Native Static Public]
    TArray<void> FindTracksByExactType(FSequencerBindingProxy& InBinding, TSubclassOf<UMovieSceneTrack> TrackType); // 0x164b2a0 [Final Native Static Public]
    UMovieSceneTrack* AddTrack(FSequencerBindingProxy& InBinding, TSubclassOf<UMovieSceneTrack> TrackType); // 0x164ae40 [Final Native Static Public]

// UMovieSceneEventTrackExtensions (/Script/SequencerScripting.MovieSceneEventTrackExtensions)
    UMovieSceneEventTriggerSection* AddEventTriggerSection(UMovieSceneEventTrack* InTrack); // 0x164c670 [Final Native Static Public]
    UMovieSceneEventRepeaterSection* AddEventRepeaterSection(UMovieSceneEventTrack* InTrack); // 0x164c770 [Final Native Static Public]

// UMovieSceneFolderExtensions (/Script/SequencerScripting.MovieSceneFolderExtensions)
    bool SetFolderName(UMovieSceneFolder* Folder, const FName& InFolderName); // 0x164dc80 [Final Native Static Public]
    bool SetFolderColor(UMovieSceneFolder* Folder, const FColor& InFolderColor); // 0x164da70 [Final Native Static Public]
    bool RemoveChildObjectBinding(UMovieSceneFolder* Folder, const FSequencerBindingProxy& InObjectBinding); // 0x164ca30 [Final Native Static Public]
    bool RemoveChildMasterTrack(UMovieSceneFolder* Folder, UMovieSceneTrack* InMasterTrack); // 0x164cff0 [Final Native Static Public]
    bool RemoveChildFolder(UMovieSceneFolder* TargetFolder, UMovieSceneFolder* FolderToRemove); // 0x164d530 [Final Native Static Public]
    FName GetFolderName(UMovieSceneFolder* Folder); // 0x164ddf0 [Final Native Static Public]
    FColor GetFolderColor(UMovieSceneFolder* Folder); // 0x164dbb0 [Final Native Static Public]
    TArray<void> GetChildObjectBindings(UMovieSceneFolder* Folder); // 0x164cdc0 [Final Native Static Public]
    TArray<void> GetChildMasterTracks(UMovieSceneFolder* Folder); // 0x164d3c0 [Final Native Static Public]
    TArray<void> GetChildFolders(UMovieSceneFolder* Folder); // 0x164d900 [Final Native Static Public]
    bool AddChildObjectBinding(UMovieSceneFolder* Folder, const FSequencerBindingProxy& InObjectBinding); // 0x164cbf0 [Final Native Static Public]
    bool AddChildMasterTrack(UMovieSceneFolder* Folder, UMovieSceneTrack* InMasterTrack); // 0x164d230 [Final Native Static Public]
    bool AddChildFolder(UMovieSceneFolder* TargetFolder, UMovieSceneFolder* FolderToAdd); // 0x164d770 [Final Native Static Public]

// UMovieScenePropertyTrackExtensions (/Script/SequencerScripting.MovieScenePropertyTrackExtensions)
    void SetPropertyNameAndPath(UMovieScenePropertyTrack* Track, const FName& InPropertyName, const FString& InPropertyPath); // 0x164e760 [Final Native Static Public]
    void SetObjectPropertyClass(UMovieSceneObjectPropertyTrack* Track, TSubclassOf<UObject> PropertyClass); // 0x164e330 [Final Native Static Public]
    FName GetUniqueTrackName(UMovieScenePropertyTrack* Track); // 0x164e490 [Final Native Static Public]
    FString GetPropertyPath(UMovieScenePropertyTrack* Track); // 0x164e560 [Final Native Static Public]
    FName GetPropertyName(UMovieScenePropertyTrack* Track); // 0x164e680 [Final Native Static Public]
    TSubclassOf<UObject> GetObjectPropertyClass(UMovieSceneObjectPropertyTrack* Track); // 0x164e250 [Final Native Static Public]

// UMovieSceneScriptingActorReferenceKey (/Script/SequencerScripting.MovieSceneScriptingActorReferenceKey)
    void SetValue(FMovieSceneObjectBindingID& InNewValue); // 0x164ef80 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    FMovieSceneObjectBindingID GetValue(); // 0x164f110 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]

// UMovieSceneScriptingActorReferenceChannel (/Script/SequencerScripting.MovieSceneScriptingActorReferenceChannel)
    void SetDefault(const FMovieSceneObjectBindingID& InDefaultValue); // 0x164f7d0 [Final Native Public]
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    void RemoveDefault(); // 0x164f6e0 [Final Native Public]
    bool HasDefault(); // 0x164f610 [Final Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    FMovieSceneObjectBindingID GetDefault(); // 0x164f730 [Final Native Public]
    UMovieSceneScriptingActorReferenceKey* AddKey(const FFrameNumber& InTime, const FMovieSceneObjectBindingID& NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164fab0 [Final Native Public]

// UMovieSceneScriptingBoolKey (/Script/SequencerScripting.MovieSceneScriptingBoolKey)
    void SetValue(bool InNewValue); // 0x1650060 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    bool GetValue(); // 0x1650190 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]

// UMovieSceneScriptingBoolChannel (/Script/SequencerScripting.MovieSceneScriptingBoolChannel)
    void SetDefault(bool InDefaultValue); // 0x16504e0 [Final Native Public]
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    void RemoveDefault(); // 0x16503d0 [Final Native Public]
    bool HasDefault(); // 0x1650360 [Final Native Public]
    int32 GetNumKeys(); // 0x16509c0 [Final Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    bool GetDefault(); // 0x1650460 [Final Native Public]
    TArray<void> EvaluateKeys(const FSequencerScriptingRange& Range, const FFrameRate& FrameRate); // 0x16507b0 [Final Native Public]
    FSequencerScriptingRange ComputeEffectiveRange(); // 0x1650620 [Final Native Public]
    UMovieSceneScriptingBoolKey* AddKey(FFrameNumber& InTime, bool NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x1650a20 [Final Native Public]

// UMovieSceneScriptingByteKey (/Script/SequencerScripting.MovieSceneScriptingByteKey)
    void SetValue(uint8 InNewValue); // 0x1651070 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    uint8 GetValue(); // 0x16511a0 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]

// UMovieSceneScriptingByteChannel (/Script/SequencerScripting.MovieSceneScriptingByteChannel)
    void SetDefault(uint8 InDefaultValue); // 0x1651370 [Final Native Public]
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    void RemoveDefault(); // 0x16503d0 [Final Native Public]
    bool HasDefault(); // 0x1650360 [Final Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    uint8 GetDefault(); // 0x1650460 [Final Native Public]
    UMovieSceneScriptingByteKey* AddKey(FFrameNumber& InTime, uint8 NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit, const EMovieSceneKeyInterpolation& InInterpolation); // 0x16514a0 [Final Native Public]

// UMovieSceneScriptingEventKey (/Script/SequencerScripting.MovieSceneScriptingEventKey)
    void SetValue(FMovieSceneEvent& InNewValue); // 0x1653a60 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    FMovieSceneEvent GetValue(); // 0x1653be0 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]

// UMovieSceneScriptingEventChannel (/Script/SequencerScripting.MovieSceneScriptingEventChannel)
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    UMovieSceneScriptingEventKey* AddKey(FFrameNumber& InTime, const FMovieSceneEvent& NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x1653f10 [Final Native Public]

// UMovieSceneScriptingFloatKey (/Script/SequencerScripting.MovieSceneScriptingFloatKey)
    void SetValue(float InNewValue); // 0x1654f80 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    void SetTangentWeightMode(uint8 InNewValue); // 0x1654760 [Final Native Public]
    void SetTangentMode(uint8 InNewValue); // 0x1654c40 [Final Native Public]
    void SetLeaveTangentWeight(float InNewValue); // 0x1654420 [Final Native Public]
    void SetLeaveTangent(float InNewValue); // 0x1654900 [Final Native Public]
    void SetInterpolationMode(uint8 InNewValue); // 0x1654de0 [Final Native Public]
    void SetArriveTangentWeight(float InNewValue); // 0x16545c0 [Final Native Public]
    void SetArriveTangent(float InNewValue); // 0x1654aa0 [Final Native Public]
    float GetValue(); // 0x16550e0 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]
    uint8 GetTangentWeightMode(); // 0x16548c0 [Final Native Public]
    uint8 GetTangentMode(); // 0x1654da0 [Final Native Public]
    float GetLeaveTangentWeight(); // 0x1654580 [Final Native Public]
    float GetLeaveTangent(); // 0x1654a60 [Final Native Public]
    uint8 GetInterpolationMode(); // 0x1654f40 [Final Native Public]
    float GetArriveTangentWeight(); // 0x1654720 [Final Native Public]
    float GetArriveTangent(); // 0x1654c00 [Final Native Public]

// UMovieSceneScriptingFloatChannel (/Script/SequencerScripting.MovieSceneScriptingFloatChannel)
    void SetPreInfinityExtrapolation(uint8 InExtrapolation); // 0x1655920 [Final Native Public]
    void SetPostInfinityExtrapolation(uint8 InExtrapolation); // 0x16557e0 [Final Native Public]
    void SetDefault(float InDefaultValue); // 0x1655690 [Final Native Public]
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    void RemoveDefault(); // 0x1655570 [Final Native Public]
    bool HasDefault(); // 0x16554f0 [Final Native Public]
    uint8 GetPreInfinityExtrapolation(); // 0x1655a10 [Final Native Public]
    uint8 GetPostInfinityExtrapolation(); // 0x16558d0 [Final Native Public]
    int32 GetNumKeys(); // 0x1655e00 [Final Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    float GetDefault(); // 0x1655600 [Final Native Public]
    TArray<void> EvaluateKeys(const FSequencerScriptingRange& Range, const FFrameRate& FrameRate); // 0x1655bf0 [Final Native Public]
    FSequencerScriptingRange ComputeEffectiveRange(); // 0x1655a60 [Final Native Public]
    UMovieSceneScriptingFloatKey* AddKey(FFrameNumber& InTime, float NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit, const EMovieSceneKeyInterpolation& InInterpolation); // 0x1655e60 [Final Native Public]

// UMovieSceneScriptingIntegerKey (/Script/SequencerScripting.MovieSceneScriptingIntegerKey)
    void SetValue(int32 InNewValue); // 0x16565c0 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    int32 GetValue(); // 0x16566f0 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]

// UMovieSceneScriptingIntegerChannel (/Script/SequencerScripting.MovieSceneScriptingIntegerChannel)
    void SetDefault(int32 InDefaultValue); // 0x1656a60 [Final Native Public]
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    void RemoveDefault(); // 0x1656940 [Final Native Public]
    bool HasDefault(); // 0x16568c0 [Final Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    int32 GetDefault(); // 0x16569d0 [Final Native Public]
    UMovieSceneScriptingIntegerKey* AddKey(FFrameNumber& InTime, int32 NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x1656ba0 [Final Native Public]

// UMovieSceneScriptingObjectPathKey (/Script/SequencerScripting.MovieSceneScriptingObjectPathKey)
    void SetValue(UObject* InNewValue); // 0x1657230 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    UObject* GetValue(); // 0x1657390 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]

// UMovieSceneScriptingObjectPathChannel (/Script/SequencerScripting.MovieSceneScriptingObjectPathChannel)
    void SetDefault(UObject* InDefaultValue); // 0x1657660 [Final Native Public]
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    void RemoveDefault(); // 0x164f6e0 [Final Native Public]
    bool HasDefault(); // 0x16575f0 [Final Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    UObject* GetDefault(); // 0x1657630 [Final Native Public]
    UMovieSceneScriptingObjectPathKey* AddKey(const FFrameNumber& InTime, UObject* NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x1657770 [Final Native Public]

// UMovieSceneScriptingStringKey (/Script/SequencerScripting.MovieSceneScriptingStringKey)
    void SetValue(const FString& InNewValue); // 0x1657d40 [Final Native Public]
    void SetTime(FFrameNumber& NewFrameNumber, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x164f1e0 [Final Native Public]
    FString GetValue(); // 0x1657ed0 [Final Native Public]
    FFrameTime GetTime(const ESequenceTimeUnit& TimeUnit); // 0x164f3f0 [Native Public]

// UMovieSceneScriptingStringChannel (/Script/SequencerScripting.MovieSceneScriptingStringChannel)
    void SetDefault(const FString& InDefaultValue); // 0x16583e0 [Final Native Public]
    void RemoveKey(UMovieSceneScriptingKey* Key); // 0x164f9d0 [Native Public]
    void RemoveDefault(); // 0x16581a0 [Final Native Public]
    bool HasDefault(); // 0x16580f0 [Final Native Public]
    TArray<void> GetKeys(); // 0x164f950 [Native Public]
    FString GetDefault(); // 0x1658230 [Final Native Public]
    UMovieSceneScriptingStringKey* AddKey(FFrameNumber& InTime, const FString& NewValue, float SubFrame, const ESequenceTimeUnit& TimeUnit); // 0x16585d0 [Final Native Public]

// UMovieSceneSectionExtensions (/Script/SequencerScripting.MovieSceneSectionExtensions)
    void SetStartFrameSeconds(UMovieSceneSection* Section, float StartTime); // 0x165ad00 [Final Native Static Public]
    void SetStartFrameBounded(UMovieSceneSection* Section, bool bIsBounded); // 0x165ab30 [Final Native Static Public]
    void SetStartFrame(UMovieSceneSection* Section, int32 StartFrame); // 0x165af60 [Final Native Static Public]
    void SetRangeSeconds(UMovieSceneSection* Section, float StartTime, float EndTime); // 0x165b130 [Final Native Static Public]
    void SetRange(UMovieSceneSection* Section, int32 StartFrame, int32 EndFrame); // 0x165b310 [Final Native Static Public]
    void SetEndFrameSeconds(UMovieSceneSection* Section, float EndTime); // 0x165a700 [Final Native Static Public]
    void SetEndFrameBounded(UMovieSceneSection* Section, bool bIsBounded); // 0x165a530 [Final Native Static Public]
    void SetEndFrame(UMovieSceneSection* Section, int32 EndFrame); // 0x165a960 [Final Native Static Public]
    bool HasStartFrame(UMovieSceneSection* Section); // 0x165bd80 [Final Native Static Public]
    bool HasEndFrame(UMovieSceneSection* Section); // 0x165b940 [Final Native Static Public]
    float GetStartFrameSeconds(UMovieSceneSection* Section); // 0x165ba20 [Final Native Static Public]
    int32 GetStartFrame(UMovieSceneSection* Section); // 0x165bc00 [Final Native Static Public]
    int32 GetParentSequenceFrame(UMovieSceneSubSection* Section, int32 InFrame, UMovieSceneSequence* ParentSequence); // 0x1658b40 [Final Native Static Public]
    float GetEndFrameSeconds(UMovieSceneSection* Section); // 0x165b5e0 [Final Native Static Public]
    int32 GetEndFrame(UMovieSceneSection* Section); // 0x165b7c0 [Final Native Static Public]
    TArray<void> GetChannels(UMovieSceneSection* Section); // 0x1659c10 [Final Native Static Public]
    TArray<void> FindChannelsByType(UMovieSceneSection* Section, TSubclassOf<UMovieSceneScriptingChannel> ChannelType); // 0x1659050 [Final Native Static Public]

// UMovieSceneSequenceExtensions (/Script/SequencerScripting.MovieSceneSequenceExtensions)
    void SortMarkedFrames(UMovieSceneSequence* Sequence); // 0x165f380 [Final Native Static Public]
    void SetWorkRangeStart(UMovieSceneSequence* InSequence, float StartTimeInSeconds); // 0x1661d50 [Final Native Static Public]
    void SetWorkRangeEnd(UMovieSceneSequence* InSequence, float EndTimeInSeconds); // 0x1661d50 [Final Native Static Public]
    void SetViewRangeStart(UMovieSceneSequence* InSequence, float StartTimeInSeconds); // 0x1661d50 [Final Native Static Public]
    void SetViewRangeEnd(UMovieSceneSequence* InSequence, float EndTimeInSeconds); // 0x1661d50 [Final Native Static Public]
    void SetTickResolutionDirectly(UMovieSceneSequence* Sequence, const FFrameRate& TickResolution); // 0x1663840 [Final Native Static Public]
    void SetTickResolution(UMovieSceneSequence* Sequence, const FFrameRate& TickResolution); // 0x16639c0 [Final Native Static Public]
    void SetReadOnly(UMovieSceneSequence* Sequence, bool bInReadOnly); // 0x165ec30 [Final Native Static Public]
    void SetPlaybackStartSeconds(UMovieSceneSequence* Sequence, float StartTime); // 0x1662420 [Final Native Static Public]
    void SetPlaybackStart(UMovieSceneSequence* Sequence, int32 StartFrame); // 0x1662710 [Final Native Static Public]
    void SetPlaybackEndSeconds(UMovieSceneSequence* Sequence, float EndTime); // 0x1661eb0 [Final Native Static Public]
    void SetPlaybackEnd(UMovieSceneSequence* Sequence, int32 EndFrame); // 0x16621a0 [Final Native Static Public]
    void SetMarkedFrame(UMovieSceneSequence* Sequence, int32 InMarkIndex, const FFrameNumber& InFrameNumber); // 0x165f710 [Final Native Static Public]
    void SetEvaluationType(UMovieSceneSequence* InSequence, const EMovieSceneEvaluationType& InEvaluationType); // 0x1661af0 [Final Native Static Public]
    void SetDisplayRate(UMovieSceneSequence* Sequence, const FFrameRate& DisplayRate); // 0x1663c50 [Final Native Static Public]
    void SetClockSource(UMovieSceneSequence* InSequence, const EUpdateClockSource& InClockSource); // 0x1661850 [Final Native Static Public]
    FSequencerBindingProxy ResolveBindingID(UMovieSceneSequence* MasterSequence, const FMovieSceneObjectBindingID& InObjectBindingID); // 0x165ff40 [Final Native Static Public]
    bool RemoveMasterTrack(UMovieSceneSequence* Sequence, UMovieSceneTrack* MasterTrack); // 0x1663ee0 [Final Native Static Public]
    FSequencerScriptingRange MakeRangeSeconds(UMovieSceneSequence* Sequence, float StartTime, float Duration); // 0x1663290 [Final Native Static Public]
    FSequencerScriptingRange MakeRange(UMovieSceneSequence* Sequence, int32 StartFrame, int32 Duration); // 0x16635f0 [Final Native Static Public]
    FMovieSceneObjectBindingID MakeBindingID(UMovieSceneSequence* MasterSequence, FSequencerBindingProxy& InBinding, const EMovieSceneObjectBindingSpace& Space); // 0x1660460 [Final Native Static Public]
    TArray<void> LocateBoundObjects(UMovieSceneSequence* Sequence, FSequencerBindingProxy& InBinding, UObject* Context); // 0x1660670 [Final Native Static Public]
    bool IsReadOnly(UMovieSceneSequence* Sequence); // 0x165eb60 [Final Native Static Public]
    float GetWorkRangeStart(UMovieSceneSequence* InSequence); // 0x1661c70 [Final Native Static Public]
    float GetWorkRangeEnd(UMovieSceneSequence* InSequence); // 0x1661c70 [Final Native Static Public]
    float GetViewRangeStart(UMovieSceneSequence* InSequence); // 0x1661c70 [Final Native Static Public]
    float GetViewRangeEnd(UMovieSceneSequence* InSequence); // 0x1661c70 [Final Native Static Public]
    FTimecode GetTimecodeSource(UMovieSceneSequence* Sequence); // 0x1661650 [Final Native Static Public]
    FFrameRate GetTickResolution(UMovieSceneSequence* Sequence); // 0x1663b40 [Final Native Static Public]
    TArray<void> GetSpawnables(UMovieSceneSequence* Sequence); // 0x1660e70 [Final Native Static Public]
    TArray<void> GetRootFoldersInSequence(UMovieSceneSequence* Sequence); // 0x165fe50 [Final Native Static Public]
    TArray<void> GetPossessables(UMovieSceneSequence* Sequence); // 0x1660c70 [Final Native Static Public]
    FMovieSceneObjectBindingID GetPortableBindingID(UMovieSceneSequence* MasterSequence, UMovieSceneSequence* DestinationSequence, FSequencerBindingProxy& InBinding); // 0x1660160 [Final Native Static Public]
    float GetPlaybackStartSeconds(UMovieSceneSequence* Sequence); // 0x1662d50 [Final Native Static Public]
    int32 GetPlaybackStart(UMovieSceneSequence* Sequence); // 0x1662f50 [Final Native Static Public]
    FSequencerScriptingRange GetPlaybackRange(UMovieSceneSequence* Sequence); // 0x1663110 [Final Native Static Public]
    float GetPlaybackEndSeconds(UMovieSceneSequence* Sequence); // 0x1662990 [Final Native Static Public]
    int32 GetPlaybackEnd(UMovieSceneSequence* Sequence); // 0x1662b90 [Final Native Static Public]
    UMovieScene* GetMovieScene(UMovieSceneSequence* Sequence); // 0x1664c50 [Final Native Static Public]
    TArray<void> GetMasterTracks(UMovieSceneSequence* Sequence); // 0x1664a80 [Final Native Static Public]
    TArray<void> GetMarkedFrames(UMovieSceneSequence* Sequence); // 0x165faa0 [Final Native Static Public]
    EMovieSceneEvaluationType GetEvaluationType(UMovieSceneSequence* InSequence); // 0x16619f0 [Final Native Static Public]
    FFrameRate GetDisplayRate(UMovieSceneSequence* Sequence); // 0x1663dd0 [Final Native Static Public]
    EUpdateClockSource GetClockSource(UMovieSceneSequence* InSequence); // 0x1661750 [Final Native Static Public]
    TArray<void> GetBindings(UMovieSceneSequence* Sequence); // 0x1661070 [Final Native Static Public]
    FMovieSceneObjectBindingID GetBindingID(FSequencerBindingProxy& InBinding); // 0x1660360 [Final Native Static Public]
    int32 FindNextMarkedFrame(UMovieSceneSequence* Sequence, const FFrameNumber& InFrameNumber, bool bForward); // 0x165ed70 [Final Native Static Public]
    TArray<void> FindMasterTracksByType(UMovieSceneSequence* Sequence, TSubclassOf<UMovieSceneTrack> TrackType); // 0x1664720 [Final Native Static Public]
    TArray<void> FindMasterTracksByExactType(UMovieSceneSequence* Sequence, TSubclassOf<UMovieSceneTrack> TrackType); // 0x1664400 [Final Native Static Public]
    int32 FindMarkedFrameByLabel(UMovieSceneSequence* Sequence, const FString& InLabel); // 0x165f1e0 [Final Native Static Public]
    int32 FindMarkedFrameByFrameNumber(UMovieSceneSequence* Sequence, const FFrameNumber& InFrameNumber); // 0x165f040 [Final Native Static Public]
    FSequencerBindingProxy FindBindingByName(UMovieSceneSequence* Sequence, const FString& Name); // 0x1661430 [Final Native Static Public]
    FSequencerBindingProxy FindBindingById(UMovieSceneSequence* Sequence, const FGuid& BindingID); // 0x1661220 [Final Native Static Public]
    void DeleteMarkedFrames(UMovieSceneSequence* Sequence); // 0x165f470 [Final Native Static Public]
    void DeleteMarkedFrame(UMovieSceneSequence* Sequence, int32 DeleteIndex); // 0x165f590 [Final Native Static Public]
    FSequencerBindingProxy AddSpawnableFromInstance(UMovieSceneSequence* Sequence, UObject* ObjectToSpawn); // 0x1660930 [Final Native Static Public]
    FSequencerBindingProxy AddSpawnableFromClass(UMovieSceneSequence* Sequence, TSubclassOf<UObject> ClassToSpawn); // 0x1660930 [Final Native Static Public]
    UMovieSceneFolder* AddRootFolderToSequence(UMovieSceneSequence* Sequence, const FString& NewFolderName); // 0x165fc90 [Final Native Static Public]
    FSequencerBindingProxy AddPossessable(UMovieSceneSequence* Sequence, UObject* ObjectToPossess); // 0x1660af0 [Final Native Static Public]
    UMovieSceneTrack* AddMasterTrack(UMovieSceneSequence* Sequence, TSubclassOf<UMovieSceneTrack> TrackType); // 0x1664130 [Final Native Static Public]
    int32 AddMarkedFrame(UMovieSceneSequence* Sequence, FMovieSceneMarkedFrame& InMarkedFrame); // 0x165f910 [Final Native Static Public]

// UMovieSceneTrackExtensions (/Script/SequencerScripting.MovieSceneTrackExtensions)
    void SetSortingOrder(UMovieSceneTrack* Track, int32 SortingOrder); // 0x1665d20 [Final Native Static Public]
    void SetSectionToKey(UMovieSceneTrack* Track, UMovieSceneSection* Section); // 0x16659c0 [Final Native Static Public]
    void SetDisplayName(UMovieSceneTrack* Track, FText& InName); // 0x1666400 [Final Native Static Public]
    void SetColorTint(UMovieSceneTrack* Track, const FColor& ColorTint); // 0x1665c00 [Final Native Static Public]
    void RemoveSection(UMovieSceneTrack* Track, UMovieSceneSection* Section); // 0x1665f30 [Final Native Static Public]
    int32 GetSortingOrder(UMovieSceneTrack* Track); // 0x1665e60 [Final Native Static Public]
    UMovieSceneSection* GetSectionToKey(UMovieSceneTrack* Track); // 0x1665b20 [Final Native Static Public]
    TArray<void> GetSections(UMovieSceneTrack* Track); // 0x1666090 [Final Native Static Public]
    FText GetDisplayName(UMovieSceneTrack* Track); // 0x16662e0 [Final Native Static Public]
    FColor GetColorTint(UMovieSceneTrack* Track); // 0x164dbb0 [Final Native Static Public]
    UMovieSceneSection* AddSection(UMovieSceneTrack* Track); // 0x16661f0 [Final Native Static Public]

// UMovieSceneVectorTrackExtensions (/Script/SequencerScripting.MovieSceneVectorTrackExtensions)
    void SetNumChannelsUsed(UMovieSceneVectorTrack* Track, int32 InNumChannelsUsed); // 0x16669a0 [Final Native Static Public]
    int32 GetNumChannelsUsed(UMovieSceneVectorTrack* Track); // 0x16668d0 [Final Native Static Public]

// USequencerScriptingRangeExtensions (/Script/SequencerScripting.SequencerScriptingRangeExtensions)
    void SetStartSeconds(FSequencerScriptingRange& Range, float Start); // 0x1667580 [Final Native Static Public]
    void SetStartFrame(FSequencerScriptingRange& Range, int32 Start); // 0x1667010 [Final Native Static Public]
    void SetEndSeconds(FSequencerScriptingRange& Range, float End); // 0x1667360 [Final Native Static Public]
    void SetEndFrame(FSequencerScriptingRange& Range, int32 End); // 0x1666ea0 [Final Native Static Public]
    void RemoveStart(FSequencerScriptingRange& Range); // 0x1667a80 [Final Native Static Public]
    void RemoveEnd(FSequencerScriptingRange& Range); // 0x16679a0 [Final Native Static Public]
    bool HasStart(FSequencerScriptingRange& Range); // 0x1667c50 [Final Native Static Public]
    bool HasEnd(FSequencerScriptingRange& Range); // 0x1667b60 [Final Native Static Public]
    float GetStartSeconds(FSequencerScriptingRange& Range); // 0x1667880 [Final Native Static Public]
    int32 GetStartFrame(FSequencerScriptingRange& Range); // 0x1667270 [Final Native Static Public]
    float GetEndSeconds(FSequencerScriptingRange& Range); // 0x1667760 [Final Native Static Public]
    int32 GetEndFrame(FSequencerScriptingRange& Range); // 0x1667180 [Final Native Static Public]

// USnappersFacialRigLogicBPLibrary (/Script/SnappersFacialRigLogic.SnappersFacialRigLogicBPLibrary)
    void SnappersFacialRigLogic(USkeletalMeshComponent* Head, const FControllersStruct& Controllers, const FVector& Jaw_translation, const FRotator& Jaw_Rotation, const FRotator& Left_Eye_Rotation, const FRotator& Right_Eye_Rotation); // 0x1a68e90 [Final Native Static Public]

// UStaticMeshDescription (/Script/StaticMeshDescription.StaticMeshDescription)
    void SetVertexInstanceUV(const FVertexInstanceID& VertexInstanceID, const FVector2D& UV, int32 UVIndex); // 0x3d00550 [Final Native Public]
    void SetPolygonGroupMaterialSlotName(const FPolygonGroupID& PolygonGroupID, const FName& SlotName); // 0x3cffde0 [Final Native Public]
    FVector2D GetVertexInstanceUV(const FVertexInstanceID& VertexInstanceID, int32 UVIndex); // 0x3d007e0 [Final Native Public]
    void CreateCube(const FVector& Center, const FVector& HalfExtents, const FPolygonGroupID& PolygonGroup, FPolygonID& PolygonID_PlusX, FPolygonID& PolygonID_MinusX, FPolygonID& PolygonID_PlusY, FPolygonID& PolygonID_MinusY, FPolygonID& PolygonID_PlusZ, FPolygonID& PolygonID_MinusZ); // 0x3cfff90 [Final Native Public]

// UStreamlineLibrary (/Script/StreamlineBlueprint.StreamlineLibrary)
    UStreamlineFeatureSupport QueryStreamlineFeatureSupport(const UStreamlineFeature& Feature); // 0x1a24c90 [Final Native Static Public]
    bool IsStreamlineFeatureSupported(const UStreamlineFeature& Feature); // 0x1a24d90 [Final Native Static Public]
    FStreamlineFeatureRequirements GetStreamlineFeatureInformation(const UStreamlineFeature& Feature); // 0x1a25250 [Final Native Static Public]
    void BreakStreamlineFeatureRequirements(const UStreamlineFeatureRequirementsFlags& Requirements, const bool& D3D11Supported, const bool& D3D12Supported, const bool& VulkanSupported, const bool& VSyncOffRequired, const bool& HardwareSchedulingRequired); // 0x1a24e90 [Final Native Static Public]

// UStreamlineLibraryDLSSG (/Script/StreamlineBlueprint.StreamlineLibraryDLSSG)
    void SetDLSSGMode(const UStreamlineDLSSGMode& DLSSGMode); // 0x1a25920 [Final Native Static Public]
    UStreamlineFeatureSupport QueryDLSSGSupport(); // 0x1a25d00 [Final Native Static Public]
    bool IsDLSSGSupported(); // 0x1a25d40 [Final Native Static Public]
    bool IsDLSSGModeSupported(const UStreamlineDLSSGMode& DLSSGMode); // 0x1a25c30 [Final Native Static Public]
    TArray<void> GetSupportedDLSSGModes(); // 0x1a25b00 [Final Native Static Public]
    UStreamlineDLSSGMode GetDLSSGMode(); // 0x1a25830 [Final Native Static Public]
    void GetDLSSGFrameTiming(const float& FrameRateInHertz, const int32& FramesPresented); // 0x1a25670 [Final Native Static Public]
    UStreamlineDLSSGMode GetDefaultDLSSGMode(); // 0x1a257f0 [Final Native Static Public]

// UStreamlineLibraryReflex (/Script/StreamlineBlueprint.StreamlineLibraryReflex)
    void SetReflexMode(const UStreamlineReflexMode& Mode); // 0x1a26200 [Final Native Static Public]
    UStreamlineFeatureSupport QueryReflexSupport(); // 0x1a26370 [Final Native Static Public]
    bool IsReflexSupported(); // 0x1a263a0 [Final Native Static Public]
    float GetRenderLatencyInMs(); // 0x1857120 [Final Native Static Public]
    UStreamlineReflexMode GetReflexMode(); // 0x1a26130 [Final Native Static Public]
    float GetGameToRenderLatencyInMs(); // 0x1857280 [Final Native Static Public]
    float GetGameLatencyInMs(); // 0x18571d0 [Final Native Static Public]
    UStreamlineReflexMode GetDefaultReflexMode(); // 0x1a26110 [Final Native Static Public]

// ATemplateSequenceActor (/Script/TemplateSequence.TemplateSequenceActor)
    void SetSequence(UTemplateSequence* InSequence); // 0x1679130 [Final Native Public]
    void SetBinding(AActor* Actor, bool bOverridesDefault); // 0x1678d90 [Final Native Public]
    UTemplateSequence* LoadSequence(); // 0x1679510 [Final Native Public]
    UTemplateSequencePlayer* GetSequencePlayer(); // 0x16790f0 [Final Native Public]
    UTemplateSequence* GetSequence(); // 0x1679590 [Final Native Public]

// UTemplateSequencePlayer (/Script/TemplateSequence.TemplateSequencePlayer)
    UTemplateSequencePlayer* CreateTemplateSequencePlayer(UObject* WorldContextObject, UTemplateSequence* TemplateSequence, const FMovieSceneSequencePlaybackSettings& Settings, const ATemplateSequenceActor*& OutActor); // 0x1679860 [Final Native Static Public]

// UTimeManagementBlueprintLibrary (/Script/TimeManagement.TimeManagementBlueprintLibrary)
    FFrameTime TransformTime(FFrameTime& SourceTime, const FFrameRate& SourceRate, const FFrameRate& DestinationRate); // 0x38ea6f0 [Final Native Static Public]
    FFrameNumber Subtract_FrameNumberInteger(const FFrameNumber& A, int32 B); // 0x38e9f40 [Final Native Static Public]
    FFrameNumber Subtract_FrameNumberFrameNumber(const FFrameNumber& A, const FFrameNumber& B); // 0x38ea1e0 [Final Native Static Public]
    FFrameTime SnapFrameTimeToRate(FFrameTime& SourceTime, const FFrameRate& SourceRate, const FFrameRate& SnapToRate); // 0x38ea480 [Final Native Static Public]
    FFrameTime Multiply_SecondsFrameRate(float TimeInSeconds, const FFrameRate& FrameRate); // 0x38eada0 [Final Native Static Public]
    FFrameNumber Multiply_FrameNumberInteger(const FFrameNumber& A, int32 B); // 0x38e9df0 [Final Native Static Public]
    bool IsValid_MultipleOf(const FFrameRate& InFrameRate, const FFrameRate& OtherFramerate); // 0x38ea930 [Final Native Static Public]
    bool IsValid_Framerate(const FFrameRate& InFrameRate); // 0x38eaaf0 [Final Native Static Public]
    FFrameRate GetTimecodeFrameRate(); // 0x38e9af0 [Final Native Static Public]
    FTimecode GetTimecode(); // 0x38e9b30 [Final Native Static Public]
    FFrameNumber Divide_FrameNumberInteger(const FFrameNumber& A, int32 B); // 0x38e9ca0 [Final Native Static Public]
    FString Conv_TimecodeToString(const FTimecode& InTimecode, bool bForceSignDisplay); // 0x38eabe0 [Final Native Static Public]
    float Conv_QualifiedFrameTimeToSeconds(FQualifiedFrameTime& InFrameTime); // 0x38eaf00 [Final Native Static Public]
    float Conv_FrameRateToSeconds(const FFrameRate& InFrameRate); // 0x38eb050 [Final Native Static Public]
    int32 Conv_FrameNumberToInteger(FFrameNumber& InFrameNumber); // 0x38e9bc0 [Final Native Static Public]
    FFrameNumber Add_FrameNumberInteger(const FFrameNumber& A, int32 B); // 0x38ea090 [Final Native Static Public]
    FFrameNumber Add_FrameNumberFrameNumber(const FFrameNumber& A, const FFrameNumber& B); // 0x38ea330 [Final Native Static Public]

// UWidget (/Script/UMG.Widget)
    void SetVisibility(const ESlateVisibility& InVisibility); // 0x3bddcd0 [Native Public]
    void SetUserFocus(APlayerController* PlayerController); // 0x3bdcc10 [Final Native Public]
    void SetToolTipText(FText& InToolTipText); // 0x3bddfd0 [Final Native Public]
    void SetToolTip(UWidget* Widget); // 0x3bddef0 [Final Native Public]
    void SetRenderTranslation(const FVector2D& Translation); // 0x3bde450 [Final Native Public]
    void SetRenderTransformPivot(const FVector2D& Pivot); // 0x3bde270 [Final Native Public]
    void SetRenderTransformAngle(float Angle); // 0x3bde530 [Final Native Public]
    void SetRenderTransform(const FWidgetTransform& InTransform); // 0x3bde7d0 [Final Native Public]
    void SetRenderShear(const FVector2D& Shear); // 0x3bde610 [Final Native Public]
    void SetRenderScale(const FVector2D& Scale); // 0x3bde6f0 [Final Native Public]
    void SetRenderOpacity(float InOpacity); // 0x3bddbd0 [Final Native Public]
    void SetNavigationRuleExplicit(const EUINavigation& Direction, UWidget* InWidget); // 0x3bdc2e0 [Final Native Public]
    void SetNavigationRuleCustomBoundary(const EUINavigation& Direction, const FScriptDelegate& InCustomDelegate); // 0x3bdbfc0 [Final Native Public]
    void SetNavigationRuleCustom(const EUINavigation& Direction, const FScriptDelegate& InCustomDelegate); // 0x3bdc150 [Final Native Public]
    void SetNavigationRuleBase(const EUINavigation& Direction, const EUINavigationRule& Rule); // 0x3bdc490 [Final Native Public]
    void SetNavigationRule(const EUINavigation& Direction, const EUINavigationRule& Rule, const FName& WidgetToFocus); // 0x3bdc640 [Final Native Public]
    void SetKeyboardFocus(); // 0x3bdd4c0 [Final Native Public]
    void SetIsEnabled(bool bInIsEnabled); // 0x3bde160 [Native Public]
    void SetFocus(); // 0x3bdce20 [Final Native Public]
    void SetCursor(uint8 InCursor); // 0x3bdde20 [Final Native Public]
    void SetClipping(const EWidgetClipping& InClipping); // 0x3bdda00 [Final Native Public]
    void SetAllNavigationRules(const EUINavigationRule& Rule, const FName& WidgetToFocus); // 0x3bdc870 [Final Native Public]
    void ResetCursor(); // 0x3bdde00 [Final Native Public]
    void RemoveFromParent(); // 0xf674d0 [Native Public]
    FEventReply OnReply__DelegateSignature(); // 0x274f500 [Public]
    FEventReply OnPointerEvent__DelegateSignature(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Public]
    bool IsVisible(); // 0x3bdddd0 [Final Native Public]
    bool IsHovered(); // 0x3611720 [Native Public]
    void InvalidateLayoutAndVolatility(); // 0x3bdcbd0 [Final Native Public]
    bool HasUserFocusedDescendants(APlayerController* PlayerController); // 0x3bdce60 [Final Native Public]
    bool HasUserFocus(APlayerController* PlayerController); // 0x3bdd240 [Final Native Public]
    bool HasMouseCaptureByUser(int32 UserIndex, int32 PointerIndex); // 0x3bdd4e0 [Final Native Public]
    bool HasMouseCapture(); // 0x3bdd720 [Final Native Public]
    bool HasKeyboardFocus(); // 0x3bdd7e0 [Final Native Public]
    bool HasFocusedDescendants(); // 0x3bdd0b0 [Final Native Public]
    bool HasAnyUserFocus(); // 0x3bdd170 [Final Native Public]
    UWidget* GetWidget__DelegateSignature(); // 0x274f500 [Public]
    ESlateVisibility GetVisibility(); // 0x3bddda0 [Final Native Public]
    FGeometry GetTickSpaceGeometry(); // 0x3bdbf40 [Final Native Public]
    FText GetText__DelegateSignature(); // 0x274f500 [Public]
    ESlateVisibility GetSlateVisibility__DelegateSignature(); // 0x274f500 [Public]
    FSlateColor GetSlateColor__DelegateSignature(); // 0x274f500 [Public]
    FSlateBrush GetSlateBrush__DelegateSignature(); // 0x274f500 [Public]
    float GetRenderTransformAngle(); // 0x3980fc0 [Final Native Public]
    float GetRenderOpacity(); // 0x3bddca0 [Final Native Public]
    UPanelWidget* GetParent(); // 0x3bdbf90 [Final Native Public]
    FGeometry GetPaintSpaceGeometry(); // 0x3bdbe90 [Final Native Public]
    APlayerController* GetOwningPlayer(); // 0x15e1340 [Native Public]
    ULocalPlayer* GetOwningLocalPlayer(); // 0x3bdbe10 [Native Public]
    uint8 GetMouseCursor__DelegateSignature(); // 0x274f500 [Public]
    FLinearColor GetLinearColor__DelegateSignature(); // 0x274f500 [Public]
    bool GetIsEnabled(); // 0x3bde240 [Final Native Public]
    int32 GetInt32__DelegateSignature(); // 0x274f500 [Public]
    UGameInstance* GetGameInstance(); // 0x3bdbe40 [Final Native Public]
    float GetFloat__DelegateSignature(); // 0x274f500 [Public]
    FVector2D GetDesiredSize(); // 0x3bdcb20 [Final Native Public]
    EWidgetClipping GetClipping(); // 0x3bddb40 [Final Native Public]
    ECheckBoxState GetCheckBoxState__DelegateSignature(); // 0x274f500 [Public]
    FGeometry GetCachedGeometry(); // 0x3bdbf40 [Final Native Public]
    bool GetBool__DelegateSignature(); // 0x274f500 [Public]
    FText GetAccessibleText(); // 0x3bdbd00 [Final Native Public]
    FText GetAccessibleSummaryText(); // 0x3bdbc00 [Final Native Public]
    UWidget* GenerateWidgetForString__DelegateSignature(const FString& Item); // 0x274f500 [Public]
    UWidget* GenerateWidgetForObject__DelegateSignature(UObject* Item); // 0x274f500 [Public]
    void ForceVolatile(bool bForce); // 0x3bdd8a0 [Final Native Public]
    void ForceLayoutPrepass(); // 0x3bdcbf0 [Final Native Public]

// UPanelWidget (/Script/UMG.PanelWidget)
    bool RemoveChildAt(int32 Index); // 0x3bc3db0 [Final Native Public]
    bool RemoveChild(UWidget* Content); // 0x3bc3a70 [Final Native Public]
    bool HasChild(UWidget* Content); // 0x3bc3ea0 [Final Native Public]
    bool HasAnyChildren(); // 0x3bc3a40 [Final Native Public]
    int32 GetChildrenCount(); // 0x3bc4300 [Final Native Public]
    int32 GetChildIndex(UWidget* Content); // 0x3bc3fa0 [Final Native Public]
    UWidget* GetChildAt(int32 Index); // 0x3bc41e0 [Final Native Public]
    TArray<void> GetAllChildren(); // 0x3bc40e0 [Final Native Public]
    void ClearChildren(); // 0x21b48c0 [Native Public]
    UPanelSlot* AddChild(UWidget* Content); // 0x3bc3bb0 [Final Native Public]

// UContentWidget (/Script/UMG.ContentWidget)
    UPanelSlot* SetContent(UWidget* Content); // 0x3bb5ed0 [Final Native Public]
    UPanelSlot* GetContentSlot(); // 0x3bb60e0 [Final Native Public]
    UWidget* GetContent(); // 0x3bb5e90 [Final Native Public]

// UUserWidget (/Script/UMG.UserWidget)
    void UnregisterInputComponent(); // 0x3bd5290 [Final Native Protected]
    void UnbindFromAnimationStarted(UWidgetAnimation* Animation, const FScriptDelegate& Delegate); // 0x3bd8380 [Final Native Public]
    void UnbindFromAnimationFinished(UWidgetAnimation* Animation, const FScriptDelegate& Delegate); // 0x3bd7f20 [Final Native Public]
    void UnbindAllFromAnimationStarted(UWidgetAnimation* Animation); // 0x3bd82a0 [Final Native Public]
    void UnbindAllFromAnimationFinished(UWidgetAnimation* Animation); // 0x3bd7e40 [Final Native Public]
    void Tick(const FGeometry& MyGeometry, float InDeltaTime); // 0x274f500 [Event Public]
    void StopListeningForInputAction(const FName& ActionName, uint8 EventType); // 0x3bd5370 [Final Native Protected]
    void StopListeningForAllInputActions(); // 0x3bd5350 [Final Native Protected]
    void StopAnimationsAndLatentActions(); // 0x3bd8700 [Final Native Public]
    void StopAnimation(UWidgetAnimation* InAnimation); // 0x3bd64d0 [Final Native Public]
    void StopAllAnimations(); // 0x3bd64b0 [Final Native Public]
    void SetPositionInViewport(const FVector2D& Position, bool bRemoveDPIScale); // 0x3bd8d00 [Final Native Public]
    void SetPlaybackSpeed(UWidgetAnimation* InAnimation, float PlaybackSpeed); // 0x3bd5b80 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bd76c0 [Final Native Public]
    void SetOwningPlayer(APlayerController* LocalPlayerController); // 0x3bd87f0 [Final Native Public]
    void SetNumLoopsToPlay(UWidgetAnimation* InAnimation, int32 NumLoopsToPlay); // 0x3bd5d30 [Final Native Public]
    void SetInputActionPriority(int32 NewPriority); // 0x3bd5090 [Final Native Protected]
    void SetInputActionBlocking(bool bShouldBlock); // 0x3bd4f90 [Final Native Protected]
    void SetForegroundColor(const FSlateColor& InForegroundColor); // 0x3bd77a0 [Final Native Public]
    void SetDesiredSizeInViewport(const FVector2D& Size); // 0x3bd8bd0 [Final Native Public]
    void SetColorAndOpacity(const FLinearColor& InColorAndOpacity); // 0x3bd78e0 [Final Native Public]
    void SetAnimationCurrentTime(UWidgetAnimation* InAnimation, float InTime); // 0x3bd6000 [Final Native Public]
    void SetAnchorsInViewport(const FAnchors& Anchors); // 0x3bd8ac0 [Final Native Public]
    void SetAlignmentInViewport(const FVector2D& Alignment); // 0x3bd89c0 [Final Native Public]
    void ReverseAnimation(UWidgetAnimation* InAnimation); // 0x3bd5a50 [Final Native Public]
    void RemoveFromViewport(); // 0xf674d0 [Final Native Public]
    void RegisterInputComponent(); // 0x3bd52f0 [Final Native Protected]
    void PreConstruct(bool IsDesignTime); // 0x274f500 [Event Public]
    void PlaySound(USoundBase* SoundToPlay); // 0x3bd57d0 [Final Native Public]
    UUMGSequencePlayer* PlayAnimationTimeRange(UWidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int32 NumLoopsToPlay, uint8 PlayMode, float PlaybackSpeed, bool bRestoreState); // 0x3bd6f20 [Final Native Public]
    UUMGSequencePlayer* PlayAnimationReverse(UWidgetAnimation* InAnimation, float PlaybackSpeed, bool bRestoreState); // 0x3bd6600 [Final Native Public]
    UUMGSequencePlayer* PlayAnimationForward(UWidgetAnimation* InAnimation, float PlaybackSpeed, bool bRestoreState); // 0x3bd6a90 [Final Native Public]
    UUMGSequencePlayer* PlayAnimation(UWidgetAnimation* InAnimation, float StartAtTime, int32 NumLoopsToPlay, uint8 PlayMode, float PlaybackSpeed, bool bRestoreState); // 0x3bd7330 [Final Native Public]
    float PauseAnimation(UWidgetAnimation* InAnimation); // 0x3bd6330 [Final Native Public]
    FEventReply OnTouchStarted(const FGeometry& MyGeometry, FPointerEvent& InTouchEvent); // 0x274f500 [Event Public]
    FEventReply OnTouchMoved(const FGeometry& MyGeometry, FPointerEvent& InTouchEvent); // 0x274f500 [Event Public]
    FEventReply OnTouchGesture(const FGeometry& MyGeometry, FPointerEvent& GestureEvent); // 0x274f500 [Event Public]
    FEventReply OnTouchForceChanged(const FGeometry& MyGeometry, FPointerEvent& InTouchEvent); // 0x274f500 [Event Public]
    FEventReply OnTouchEnded(const FGeometry& MyGeometry, FPointerEvent& InTouchEvent); // 0x274f500 [Event Public]
    void OnRemovedFromFocusPath(const FFocusEvent& InFocusEvent); // 0x274f500 [Event Public]
    FEventReply OnPreviewMouseButtonDown(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    FEventReply OnPreviewKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent); // 0x274f500 [Event Public]
    void OnPaint(FPaintContext& Context); // 0x274f500 [Event Public]
    FEventReply OnMouseWheel(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    FEventReply OnMouseMove(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void OnMouseLeave(FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void OnMouseEnter(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    void OnMouseCaptureLost(); // 0x274f500 [Event Public]
    FEventReply OnMouseButtonUp(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    FEventReply OnMouseButtonDown(const FGeometry& MyGeometry, FPointerEvent& MouseEvent); // 0x274f500 [Event Public]
    FEventReply OnMouseButtonDoubleClick(const FGeometry& InMyGeometry, FPointerEvent& InMouseEvent); // 0x274f500 [Event Public]
    FEventReply OnMotionDetected(const FGeometry& MyGeometry, const FMotionEvent& InMotionEvent); // 0x274f500 [Event Public]
    FEventReply OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent); // 0x274f500 [Event Public]
    FEventReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent); // 0x274f500 [Event Public]
    FEventReply OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& InCharacterEvent); // 0x274f500 [Event Public]
    void OnInitialized(); // 0x274f500 [Event Public]
    FEventReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& InFocusEvent); // 0x274f500 [Event Public]
    void OnFocusLost(const FFocusEvent& InFocusEvent); // 0x274f500 [Event Public]
    bool OnDrop(const FGeometry& MyGeometry, const FPointerEvent& PointerEvent, UDragDropOperation* Operation); // 0x274f500 [Event Public]
    bool OnDragOver(const FGeometry& MyGeometry, const FPointerEvent& PointerEvent, UDragDropOperation* Operation); // 0x274f500 [Event Public]
    void OnDragLeave(const FPointerEvent& PointerEvent, UDragDropOperation* Operation); // 0x274f500 [Event Public]
    void OnDragEnter(const FGeometry& MyGeometry, const FPointerEvent& PointerEvent, UDragDropOperation* Operation); // 0x274f500 [Event Public]
    void OnDragDetected(const FGeometry& MyGeometry, FPointerEvent& PointerEvent, const UDragDropOperation*& Operation); // 0x274f500 [Event Public]
    void OnDragCancelled(FPointerEvent& PointerEvent, UDragDropOperation* Operation); // 0x274f500 [Event Public]
    void OnAnimationStarted(UWidgetAnimation* Animation); // 0x3bd7aa0 [Native Event Protected]
    void OnAnimationFinished(UWidgetAnimation* Animation); // 0x3bd79c0 [Native Event Protected]
    FEventReply OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& InAnalogInputEvent); // 0x274f500 [Event Public]
    void OnAddedToFocusPath(const FFocusEvent& InFocusEvent); // 0x274f500 [Event Public]
    void ListenForInputAction(const FName& ActionName, uint8 EventType, bool bConsume, const FScriptDelegate& Callback); // 0x3bd54d0 [Final Native Protected]
    bool IsPlayingAnimation(); // 0x3bd57a0 [Final Native Public]
    bool IsListeningForInputAction(const FName& ActionName); // 0x3bd5170 [Final Native Protected]
    bool IsInViewport(); // 0x3bd8920 [Final Native Public]
    bool IsInteractable(); // 0x274f500 [Event Public]
    bool IsAnyAnimationPlaying(); // 0x3bd57a0 [Final Native Public]
    bool IsAnimationPlayingForward(UWidgetAnimation* InAnimation); // 0x3bd5930 [Final Native Public]
    bool IsAnimationPlaying(UWidgetAnimation* InAnimation); // 0x3bd5ed0 [Final Native Public]
    APawn* GetOwningPlayerPawn(); // 0x3bd87a0 [Final Native Public]
    APlayerCameraManager* GetOwningPlayerCameraManager(); // 0x3bd8750 [Final Native Public]
    bool GetIsVisible(); // 0x3bd8920 [Final Native Public]
    float GetAnimationCurrentTime(UWidgetAnimation* InAnimation); // 0x3bd61c0 [Final Native Public]
    FAnchors GetAnchorsInViewport(); // 0x3bd8990 [Final Native Public]
    FVector2D GetAlignmentInViewport(); // 0x3bd8960 [Final Native Public]
    void FlushAnimations(); // 0x3bd58d0 [Final Native Public]
    void Destruct(); // 0x274f500 [Event Public]
    void Construct(); // 0x274f500 [Event Public]
    void CancelLatentActions(); // 0x3bd8730 [Final Native Public]
    void BindToAnimationStarted(UWidgetAnimation* Animation, const FScriptDelegate& Delegate); // 0x3bd8520 [Final Native Public]
    void BindToAnimationFinished(UWidgetAnimation* Animation, const FScriptDelegate& Delegate); // 0x3bd80c0 [Final Native Public]
    void BindToAnimationEvent(UWidgetAnimation* Animation, const FScriptDelegate& Delegate, const EWidgetAnimationEvent& AnimationEvent, const FName& UserTag); // 0x3bd7b80 [Final Native Public]
    void AddToViewport(int32 ZOrder); // 0x3bd8f50 [Final Native Public]
    bool AddToPlayerScreen(int32 ZOrder); // 0x3bd8e60 [Final Native Public]

// UWidgetComponent (/Script/UMG.WidgetComponent)
    void SetWindowVisibility(const EWindowVisibility& InVisibility); // 0x3bea0d0 [Final Native Public]
    void SetWindowFocusable(bool bInWindowFocusable); // 0x3bea250 [Final Native Public]
    void SetWidgetSpace(const EWidgetSpace& NewSpace); // 0x3bea540 [Final Native Public]
    void SetWidget(UUserWidget* Widget); // 0x3beb190 [Native Public]
    void SetTwoSided(bool bWantTwoSided); // 0x3beac90 [Final Native Public]
    void SetTintColorAndOpacity(const FLinearColor& NewTintColorAndOpacity); // 0x3bea930 [Final Native Public]
    void SetTickWhenOffscreen(bool bWantTickWhenOffscreen); // 0x3beab90 [Final Native Public]
    void SetTickMode(const ETickMode& InTickMode); // 0x3be9ff0 [Final Native Public]
    void SetRedrawTime(float InRedrawTime); // 0x3bea630 [Final Native Public]
    void SetPivot(const FVector2D& InPivot); // 0x3bea820 [Final Native Public]
    void SetOwnerPlayer(ULocalPlayer* LocalPlayer); // 0x3beb0a0 [Final Native Public]
    void SetManuallyRedraw(bool bUseManualRedraw); // 0x3beafc0 [Final Native Public]
    void SetGeometryMode(const EWidgetGeometryMode& InGeometryMode); // 0x3bea450 [Final Native Public]
    void SetDrawSize(const FVector2D& Size); // 0x3beade0 [Final Native Public]
    void SetDrawAtDesiredSize(bool bInDrawAtDesiredSize); // 0x3bea720 [Final Native Public]
    void SetCylinderArcAngle(float InCylinderArcAngle); // 0x3bea360 [Final Native Public]
    void SetBackgroundColor(const FLinearColor& NewBackgroundColor); // 0x3beaa60 [Final Native Public]
    void RequestRenderUpdate(); // 0x3beada0 [Native Public]
    void RequestRedraw(); // 0x3beadc0 [Native Public]
    bool IsWidgetVisible(); // 0x3be9fc0 [Final Native Public]
    EWindowVisibility GetWindowVisiblility(); // 0x3bea230 [Final Native Public]
    bool GetWindowFocusable(); // 0x3bea340 [Final Native Public]
    EWidgetSpace GetWidgetSpace(); // 0x3bea610 [Final Native Public]
    UUserWidget* GetWidget(); // 0x3beb270 [Native Public]
    UUserWidget* GetUserWidgetObject(); // 0x3beb2a0 [Final Native Public]
    bool GetTwoSided(); // 0x3bead80 [Final Native Public]
    bool GetTickWhenOffscreen(); // 0x3beac70 [Final Native Public]
    UTextureRenderTarget2D* GetRenderTarget(); // 0x14a0e20 [Final Native Public]
    float GetRedrawTime(); // 0x3bea700 [Final Native Public]
    FVector2D GetPivot(); // 0x3bea900 [Final Native Public]
    ULocalPlayer* GetOwnerPlayer(); // 0x3beaf50 [Final Native Public]
    UMaterialInstanceDynamic* GetMaterialInstance(); // 0x14a0d20 [Final Native Public]
    bool GetManuallyRedraw(); // 0x36120a0 [Final Native Public]
    EWidgetGeometryMode GetGeometryMode(); // 0x3bea520 [Final Native Public]
    FVector2D GetDrawSize(); // 0x3beaf10 [Final Native Public]
    bool GetDrawAtDesiredSize(); // 0x3bea800 [Final Native Public]
    float GetCylinderArcAngle(); // 0x3bea430 [Final Native Public]
    FVector2D GetCurrentDrawSize(); // 0x3beaed0 [Final Native Public]

// UImage (/Script/UMG.Image)
    void SetOpacity(float InOpacity); // 0x3bbc1c0 [Final Native Public]
    void SetColorAndOpacity(const FLinearColor& InColorAndOpacity); // 0x3bbc2b0 [Final Native Public]
    void SetBrushTintColor(const FSlateColor& TintColor); // 0x3bbbee0 [Final Native Public]
    void SetBrushSize(const FVector2D& DesiredSize); // 0x3bbc020 [Final Native Public]
    void SetBrushResourceObject(UObject* ResourceObject); // 0x3bbbd50 [Final Native Public]
    void SetBrushFromTextureDynamic(UTexture2DDynamic* Texture, bool bMatchSize); // 0x3bbb660 [Native Public]
    void SetBrushFromTexture(UTexture2D* Texture, bool bMatchSize); // 0x3bbb950 [Native Public]
    void SetBrushFromSoftTexture(const TSoftObjectPtr<UTexture2D>& SoftTexture, bool bMatchSize); // 0x3bbb3a0 [Native Public]
    void SetBrushFromSoftMaterial(const TSoftObjectPtr<UMaterialInterface>& SoftMaterial); // 0x3bbb240 [Native Public]
    void SetBrushFromMaterial(UMaterialInterface* Material); // 0x3bbb580 [Native Public]
    void SetBrushFromAtlasInterface(const TScriptInterface<ISlateTextureAtlasInterface>& AtlasRegion, bool bMatchSize); // 0x3bbb7c0 [Native Public]
    void SetBrushFromAsset(USlateBrushAsset* Asset); // 0x3bbbab0 [Native Public]
    void SetBrush(FSlateBrush& InBrush); // 0x3bbbb90 [Native Public]
    UMaterialInstanceDynamic* GetDynamicMaterial(); // 0x3bbb210 [Final Native Public]

// URetainerBox (/Script/UMG.RetainerBox)
    void SetTextureParameter(const FName& TextureParameter); // 0x3bc4c80 [Final Native Public]
    void SetRetainRendering(bool bInRetainRendering); // 0x3bc4b90 [Final Native Public]
    void SetRenderingPhase(int32 RenderPhase, int32 TotalPhases); // 0x3bc5070 [Final Native Public]
    void SetEffectMaterial(UMaterialInterface* EffectMaterial); // 0x3bc4d70 [Final Native Public]
    void RequestRender(); // 0x3bc5010 [Final Native Public]
    UMaterialInstanceDynamic* GetEffectMaterial(); // 0x3bc4fd0 [Final Native Public]

// UScrollBar (/Script/UMG.ScrollBar)
    void SetState(float InOffsetFraction, float InThumbSizeFraction); // 0x3bc80f0 [Final Native Public]

// UScrollBox (/Script/UMG.ScrollBox)
    void SetWheelScrollMultiplier(float NewWheelScrollMultiplier); // 0x3bc8a80 [Final Native Public]
    void SetScrollWhenFocusChanges(const EScrollWhenFocusChanges& NewScrollWhenFocusChanges); // 0x3bc89a0 [Final Native Public]
    void SetScrollOffset(float NewScrollOffset); // 0x3bc8880 [Final Native Public]
    void SetScrollBarVisibility(const ESlateVisibility& NewScrollBarVisibility); // 0x3bc9070 [Final Native Public]
    void SetScrollbarThickness(const FVector2D& NewScrollbarThickness); // 0x3bc8f30 [Final Native Public]
    void SetScrollbarPadding(const FMargin& NewScrollbarPadding); // 0x3bc8e30 [Final Native Public]
    void SetOrientation(uint8 NewOrientation); // 0x3bc91d0 [Final Native Public]
    void SetConsumeMouseWheel(const EConsumeMouseWheel& NewConsumeMouseWheel); // 0x3bc92b0 [Final Native Public]
    void SetAnimateWheelScrolling(bool bShouldAnimateWheelScrolling); // 0x3bc8b60 [Final Native Public]
    void SetAlwaysShowScrollbar(bool NewAlwaysShowScrollbar); // 0x3bc8d40 [Final Native Public]
    void SetAllowOverscroll(bool NewAllowOverscroll); // 0x3bc8c50 [Final Native Public]
    void ScrollWidgetIntoView(UWidget* WidgetToFind, bool AnimateScroll, const EDescendantScrollDestination& ScrollDestination, float Padding); // 0x3bc8330 [Final Native Public]
    void ScrollToStart(); // 0x3bc8690 [Final Native Public]
    void ScrollToEnd(); // 0x3bc8660 [Final Native Public]
    float GetViewOffsetFraction(); // 0x3bc86d0 [Final Native Public]
    float GetScrollOffsetOfEnd(); // 0x3bc8720 [Final Native Public]
    float GetScrollOffset(); // 0x3bc8840 [Final Native Public]
    void EndInertialScrolling(); // 0x3bc8970 [Final Native Public]

// UCanvasPanel (/Script/UMG.CanvasPanel)
    UCanvasPanelSlot* AddChildToCanvas(UWidget* Content); // 0x3bb23c0 [Final Native Public]

// UOverlay (/Script/UMG.Overlay)
    UOverlaySlot* AddChildToOverlay(UWidget* Content); // 0x3bc3380 [Final Native Public]

// UTextLayoutWidget (/Script/UMG.TextLayoutWidget)
    void SetJustification(uint8 InJustification); // 0x3bd2630 [Native Public]

// UTextBlock (/Script/UMG.TextBlock)
    void SetTextTransformPolicy(const ETextTransformPolicy& InTransformPolicy); // 0x3bd1150 [Final Native Public]
    void SetText(const FText& InText); // 0x3bd0d40 [Native Public]
    void SetStrikeBrush(const FSlateBrush& InStrikeBrush); // 0x3bd1680 [Final Native Public]
    void SetShadowOffset(const FVector2D& InShadowOffset); // 0x3bd1d10 [Final Native Public]
    void SetShadowColorAndOpacity(const FLinearColor& InShadowColorAndOpacity); // 0x3bd1ef0 [Final Native Public]
    void SetOpacity(float InOpacity); // 0x3bd1fd0 [Final Native Public]
    void SetMinDesiredWidth(float InMinDesiredWidth); // 0x3bd14c0 [Final Native Public]
    void SetFontSize(int32 FontSize); // 0x3bd1a50 [Final Native Public]
    void SetFont(const FSlateFontInfo& InFontInfo); // 0x3bd1b20 [Final Native Public]
    void SetColorAndOpacity(const FSlateColor& InColorAndOpacity); // 0x3bd20f0 [Final Native Public]
    void SetAutoWrapText(bool InAutoTextWrap); // 0x3bd1300 [Final Native Public]
    FText GetText(); // 0x3bd0e90 [Final Native Public]
    UMaterialInstanceDynamic* GetDynamicOutlineMaterial(); // 0x3bd0f50 [Final Native Public]
    UMaterialInstanceDynamic* GetDynamicFontMaterial(); // 0x3bd1050 [Final Native Public]

// UAsyncTaskDownloadImage (/Script/UMG.AsyncTaskDownloadImage)
    UAsyncTaskDownloadImage* DownloadImage(const FString& URL); // 0x3baefc0 [Final Native Static Public]

// UBackgroundBlur (/Script/UMG.BackgroundBlur)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3baf8e0 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bafac0 [Final Native Public]
    void SetLowQualityFallbackBrush(FSlateBrush& InBrush); // 0x3baf390 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3baf9d0 [Final Native Public]
    void SetBlurStrength(float InStrength); // 0x3baf580 [Native Public]
    void SetBlurRadius(int32 InBlurRadius); // 0x3baf650 [Final Native Public]
    void SetApplyAlphaToBlur(bool bInApplyAlphaToBlur); // 0x3baf7e0 [Final Native Public]

// UBackgroundBlurSlot (/Script/UMG.BackgroundBlurSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bafd80 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3baff60 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bafe70 [Final Native Public]

// UBoolBinding (/Script/UMG.BoolBinding)
    bool GetValue(); // 0x3bb01e0 [Final Native Public]

// UBorder (/Script/UMG.Border)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bb0b40 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bb0d20 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bb0c30 [Final Native Public]
    void SetDesiredSizeScale(const FVector2D& InScale); // 0x3bb0380 [Final Native Public]
    void SetContentColorAndOpacity(const FLinearColor& InContentColorAndOpacity); // 0x3bb0e00 [Final Native Public]
    void SetBrushFromTexture(UTexture2D* Texture); // 0x3bb05a0 [Final Native Public]
    void SetBrushFromMaterial(UMaterialInterface* Material); // 0x3bb05a0 [Final Native Public]
    void SetBrushFromAsset(USlateBrushAsset* Asset); // 0x3bb0720 [Final Native Public]
    void SetBrushColor(const FLinearColor& InBrushColor); // 0x3bb0a60 [Final Native Public]
    void SetBrush(FSlateBrush& InBrush); // 0x3bb0800 [Final Native Public]
    UMaterialInstanceDynamic* GetDynamicMaterial(); // 0x3bb0570 [Final Native Public]

// UBorderSlot (/Script/UMG.BorderSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bb1170 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bb1350 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bb1260 [Final Native Public]

// UBrushBinding (/Script/UMG.BrushBinding)
    FSlateBrush GetValue(); // 0x3bb15d0 [Final Native Public]

// UButton (/Script/UMG.Button)
    void SetTouchMethod(uint8 InTouchMethod); // 0x3bb1960 [Final Native Public]
    void SetStyle(FButtonStyle& InStyle); // 0x3bb1d30 [Final Native Public]
    void SetPressMethod(uint8 InPressMethod); // 0x3bb1880 [Final Native Public]
    void SetColorAndOpacity(const FLinearColor& InColorAndOpacity); // 0x3bb1c50 [Final Native Public]
    void SetClickMethod(uint8 InClickMethod); // 0x3bb1a40 [Final Native Public]
    void SetBackgroundColor(const FLinearColor& InBackgroundColor); // 0x3bb1b70 [Final Native Public]
    bool IsPressed(); // 0x3bb1b20 [Final Native Public]

// UButtonSlot (/Script/UMG.ButtonSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bb2050 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bb21f0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bb2120 [Final Native Public]

// UCanvasPanelSlot (/Script/UMG.CanvasPanelSlot)
    void SetZOrder(int32 InZOrder); // 0x3bb2a90 [Final Native Public]
    void SetSize(const FVector2D& InSize); // 0x3bb31d0 [Final Native Public]
    void SetPosition(const FVector2D& InPosition); // 0x3bb3350 [Final Native Public]
    void SetOffsets(const FMargin& InOffset); // 0x3bb3040 [Final Native Public]
    void SetMinimum(const FVector2D& InMinimumAnchors); // 0x3bb28d0 [Final Native Public]
    void SetMaximum(const FVector2D& InMaximumAnchors); // 0x3bb2760 [Final Native Public]
    void SetLayout(FAnchorData& InLayoutData); // 0x3bb3460 [Final Native Public]
    void SetAutoSize(bool InbAutoSize); // 0x3bb2bb0 [Final Native Public]
    void SetAnchors(const FAnchors& InAnchors); // 0x3bb2ec0 [Final Native Public]
    void SetAlignment(const FVector2D& InAlignment); // 0x3bb2d50 [Final Native Public]
    int32 GetZOrder(); // 0x3bb2a40 [Final Native Public]
    FVector2D GetSize(); // 0x3bb3120 [Final Native Public]
    FVector2D GetPosition(); // 0x3bb32a0 [Final Native Public]
    FMargin GetOffsets(); // 0x3bb2fa0 [Final Native Public]
    FAnchorData GetLayout(); // 0x3bb3420 [Final Native Public]
    bool GetAutoSize(); // 0x3bb2b60 [Final Native Public]
    FAnchors GetAnchors(); // 0x3bb2e20 [Final Native Public]
    FVector2D GetAlignment(); // 0x3bb2c90 [Final Native Public]

// UCheckBox (/Script/UMG.CheckBox)
    void SetTouchMethod(uint8 InTouchMethod); // 0x3bb3ae0 [Final Native Public]
    void SetPressMethod(uint8 InPressMethod); // 0x3bb3a00 [Final Native Public]
    void SetIsChecked(bool InIsChecked); // 0x3bb3d70 [Final Native Public]
    void SetClickMethod(uint8 InClickMethod); // 0x3bb3bc0 [Final Native Public]
    void SetCheckedState(const ECheckBoxState& InCheckedState); // 0x3bb3ca0 [Final Native Public]
    bool IsPressed(); // 0x3bb3ef0 [Final Native Public]
    bool IsChecked(); // 0x3bb3ea0 [Final Native Public]
    ECheckBoxState GetCheckedState(); // 0x3bb3e50 [Final Native Public]

// UCheckedStateBinding (/Script/UMG.CheckedStateBinding)
    ECheckBoxState GetValue(); // 0x3bb41d0 [Final Native Public]

// UCircularThrobber (/Script/UMG.CircularThrobber)
    void SetRadius(float InRadius); // 0x3bb4410 [Final Native Public]
    void SetPeriod(float InPeriod); // 0x3bb44f0 [Final Native Public]
    void SetNumberOfPieces(int32 InNumberOfPieces); // 0x3bb45e0 [Final Native Public]

// UColorBinding (/Script/UMG.ColorBinding)
    FSlateColor GetSlateValue(); // 0x3bb48c0 [Final Native Public]
    FLinearColor GetLinearValue(); // 0x3bb4880 [Final Native Public]

// UComboBoxString (/Script/UMG.ComboBoxString)
    void SetSelectedOption(const FString& Option); // 0x3bb5490 [Final Native Public]
    void SetSelectedIndex(int32 Index); // 0x3bb53c0 [Final Native Public]
    bool RemoveOption(const FString& Option); // 0x3bb5940 [Final Native Public]
    void RefreshOptions(); // 0x3bb5600 [Final Native Public]
    void OnSelectionChangedEvent__DelegateSignature(const FString& SelectedItem, uint8 SelectionType); // 0x274f500 [Public]
    void OnOpeningEvent__DelegateSignature(); // 0x274f500 [Public]
    bool IsOpen(); // 0x3bb5220 [Final Native Public]
    FString GetSelectedOption(); // 0x3bb52f0 [Final Native Public]
    int32 GetSelectedIndex(); // 0x3bb5290 [Final Native Public]
    int32 GetOptionCount(); // 0x3bb5270 [Final Native Public]
    FString GetOptionAtIndex(int32 Index); // 0x3bb56c0 [Final Native Public]
    int32 FindOptionIndex(const FString& Option); // 0x3bb5840 [Final Native Public]
    void ClearSelection(); // 0x3bb5640 [Final Native Public]
    void ClearOptions(); // 0x3bb5660 [Final Native Public]
    void AddOption(const FString& Option); // 0x3bb5aa0 [Final Native Public]

// UDragDropOperation (/Script/UMG.DragDropOperation)
    void Drop(FPointerEvent& PointerEvent); // 0x3bb6630 [Native Event Public]
    void Dragged(FPointerEvent& PointerEvent); // 0x3bb6330 [Native Event Public]
    void DragCancelled(FPointerEvent& PointerEvent); // 0x3bb64b0 [Native Event Public]

// UDynamicEntryBoxBase (/Script/UMG.DynamicEntryBoxBase)
    void SetRadialSettings(FRadialBoxSettings& InSettings); // 0x3bb7360 [Final Native Public]
    void SetEntrySpacing(const FVector2D& InEntrySpacing); // 0x3bb7460 [Final Native Public]
    int32 GetNumEntries(); // 0x3bb7540 [Final Native Public]
    TArray<void> GetAllEntries(); // 0x3bb7560 [Final Native Public]

// UDynamicEntryBox (/Script/UMG.DynamicEntryBox)
    void Reset(bool bDeleteWidgets); // 0x3bb7070 [Final Native Public]
    void RemoveEntry(UUserWidget* EntryWidget); // 0x3bb6c60 [Final Native Public]
    UUserWidget* BP_CreateEntryOfClass(TSubclassOf<UUserWidget> EntryClass); // 0x3bb6a10 [Final Native Private]
    UUserWidget* BP_CreateEntry(); // 0x3bb6c20 [Final Native Private]

// UEditableText (/Script/UMG.EditableText)
    void SetText(const FText& InText); // 0x3bb7d10 [Final Native Public]
    void SetJustification(uint8 InJustification); // 0x3bb78a0 [Final Native Public]
    void SetIsReadOnly(bool InbIsReadyOnly); // 0x3bb7970 [Final Native Public]
    void SetIsPassword(bool InbIsPassword); // 0x3bb7c10 [Final Native Public]
    void SetHintText(const FText& InHintText); // 0x3bb7ac0 [Final Native Public]
    void OnEditableTextCommittedEvent__DelegateSignature(FText& Text, uint8 CommitMethod); // 0x274f500 [Public]
    void OnEditableTextChangedEvent__DelegateSignature(FText& Text); // 0x274f500 [Public]
    FText GetText(); // 0x3bb7e60 [Final Native Public]

// UEditableTextBox (/Script/UMG.EditableTextBox)
    void SetText(const FText& InText); // 0x3bb88c0 [Final Native Public]
    void SetJustification(uint8 InJustification); // 0x3bb8220 [Final Native Public]
    void SetIsReadOnly(bool bReadOnly); // 0x3bb84c0 [Final Native Public]
    void SetIsPassword(bool bIsPassword); // 0x3bb83c0 [Final Native Public]
    void SetHintText(const FText& InText); // 0x3bb8770 [Final Native Public]
    void SetError(const FText& InError); // 0x3bb85c0 [Final Native Public]
    void OnEditableTextBoxCommittedEvent__DelegateSignature(FText& Text, uint8 CommitMethod); // 0x274f500 [Public]
    void OnEditableTextBoxChangedEvent__DelegateSignature(FText& Text); // 0x274f500 [Public]
    bool HasError(); // 0x3bb82f0 [Final Native Public]
    FText GetText(); // 0x3bb8a10 [Final Native Public]
    void ClearError(); // 0x3bb8350 [Final Native Public]

// UExpandableArea (/Script/UMG.ExpandableArea)
    void SetIsExpanded_Animated(bool IsExpanded); // 0x3bb8e50 [Final Native Public]
    void SetIsExpanded(bool IsExpanded); // 0x3bb8f40 [Final Native Public]
    bool GetIsExpanded(); // 0x3bb9030 [Final Native Public]

// UFloatBinding (/Script/UMG.FloatBinding)
    float GetValue(); // 0x3bb9230 [Final Native Public]

// UGridPanel (/Script/UMG.GridPanel)
    void SetRowFill(int32 ColumnIndex, float Coefficient); // 0x3bb93f0 [Final Native Public]
    void SetColumnFill(int32 ColumnIndex, float Coefficient); // 0x3bb95e0 [Final Native Public]
    UGridSlot* AddChildToGrid(UWidget* Content, int32 InRow, int32 InColumn); // 0x3bb97d0 [Final Native Public]

// UGridSlot (/Script/UMG.GridSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bb9e40 [Final Native Public]
    void SetRowSpan(int32 InRowSpan); // 0x3bba410 [Final Native Public]
    void SetRow(int32 InRow); // 0x3bba540 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bba670 [Final Native Public]
    void SetNudge(const FVector2D& InNudge); // 0x3bb9fe0 [Final Native Public]
    void SetLayer(int32 InLayer); // 0x3bba0e0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bb9f10 [Final Native Public]
    void SetColumnSpan(int32 InColumnSpan); // 0x3bba1b0 [Final Native Public]
    void SetColumn(int32 InColumn); // 0x3bba2e0 [Final Native Public]

// UHorizontalBox (/Script/UMG.HorizontalBox)
    UHorizontalBoxSlot* AddChildToHorizontalBox(UWidget* Content); // 0x3bbaa70 [Final Native Public]

// UHorizontalBoxSlot (/Script/UMG.HorizontalBoxSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bbad30 [Final Native Public]
    void SetSize(const FSlateChildSize& InSize); // 0x3bbaed0 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bbafb0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bbae00 [Final Native Public]

// UInputKeySelector (/Script/UMG.InputKeySelector)
    void SetTextBlockVisibility(const ESlateVisibility& InVisibility); // 0x3bbc9b0 [Final Native Public]
    void SetSelectedKey(FInputChord& InSelectedKey); // 0x3bbd090 [Final Native Public]
    void SetNoKeySpecifiedText(const FText& InNoKeySpecifiedText); // 0x3bbcd10 [Final Native Public]
    void SetKeySelectionText(const FText& InKeySelectionText); // 0x3bbced0 [Final Native Public]
    void SetEscapeKeys(const TArray<void>& InKeys); // 0x3bbc7c0 [Final Native Public]
    void SetAllowModifierKeys(bool bInAllowModifierKeys); // 0x3bbcc20 [Final Native Public]
    void SetAllowGamepadKeys(bool bInAllowGamepadKeys); // 0x3bbcb30 [Final Native Public]
    void OnKeySelected__DelegateSignature(const FInputChord& SelectedKey); // 0x274f500 [Public]
    void OnIsSelectingKeyChanged__DelegateSignature(); // 0x274f500 [Public]
    bool GetIsSelectingKey(); // 0x3bbcaf0 [Final Native Public]

// UInt32Binding (/Script/UMG.Int32Binding)
    int32 GetValue(); // 0x3bbd530 [Final Native Public]

// UInvalidationBox (/Script/UMG.InvalidationBox)
    void SetCanCache(bool CanCache); // 0x3bbd6e0 [Final Native Public]
    void InvalidateCache(); // 0xf824b0 [Final Native Public]
    bool GetCanCache(); // 0x3bbd7d0 [Final Native Public]

// IUserListEntry (/Script/UMG.UserListEntry)
    void BP_OnItemSelectionChanged(bool bIsSelected); // 0x274f500 [Event Protected]
    void BP_OnItemExpansionChanged(bool bIsExpanded); // 0x274f500 [Event Protected]
    void BP_OnEntryReleased(); // 0x274f500 [Event Protected]

// UUserListEntryLibrary (/Script/UMG.UserListEntryLibrary)
    bool IsListItemSelected(const TScriptInterface<IUserListEntry>& UserListEntry); // 0x3bbde40 [Final Native Static Public]
    bool IsListItemExpanded(const TScriptInterface<IUserListEntry>& UserListEntry); // 0x3bbdcc0 [Final Native Static Public]
    UListViewBase* GetOwningListView(const TScriptInterface<IUserListEntry>& UserListEntry); // 0x3bbdb30 [Final Native Static Public]

// IUserObjectListEntry (/Script/UMG.UserObjectListEntry)
    void OnListItemObjectSet(UObject* ListItemObject); // 0x274f500 [Event Protected]

// UUserObjectListEntryLibrary (/Script/UMG.UserObjectListEntryLibrary)
    UObject* GetListItemObject(const TScriptInterface<IUserObjectListEntry>& UserObjectListEntry); // 0x3bbe220 [Final Native Static Public]

// UListViewBase (/Script/UMG.ListViewBase)
    void SetWheelScrollMultiplier(float NewWheelScrollMultiplier); // 0x3bc0230 [Final Native Public]
    void SetScrollOffset(float InScrollOffset); // 0x3bc0360 [Final Native Public]
    void SetScrollBarVisibility(const ESlateVisibility& InVisibility); // 0x3bc00f0 [Final Native Public]
    void ScrollToTop(); // 0x3bc04b0 [Final Native Public]
    void ScrollToBottom(); // 0x3bc0480 [Final Native Public]
    void RequestRefresh(); // 0x3bc00c0 [Final Native Public]
    void RegenerateAllEntries(); // 0x3bc0530 [Final Native Public]
    TArray<void> GetDisplayedEntryWidgets(); // 0x3bc0600 [Final Native Public]

// UListView (/Script/UMG.ListView)
    void SetSelectionMode(uint8 SelectionMode); // 0x3bbf4a0 [Final Native Public]
    void SetSelectedIndex(int32 Index); // 0x3bbf200 [Final Native Public]
    void ScrollIndexIntoView(int32 Index); // 0x3bbf310 [Final Native Public]
    void RemoveItem(UObject* Item); // 0x3bbf880 [Final Native Public]
    void NavigateToIndex(int32 Index); // 0x3bbf0c0 [Final Native Public]
    bool IsRefreshPending(); // 0x3bbf450 [Final Native Public]
    int32 GetNumItems(); // 0x3bbf750 [Final Native Public]
    TArray<void> GetListItems(); // 0x3bbfb60 [Final Native Public]
    UObject* GetItemAt(int32 Index); // 0x3bbf770 [Final Native Public]
    int32 GetIndexForItem(UObject* Item); // 0x3bbf630 [Final Native Public]
    void ClearListItems(); // 0x3bbf610 [Final Native Public]
    void BP_SetSelectedItem(UObject* Item); // 0x3bbefd0 [Final Native Private]
    void BP_SetListItems(const TArray<void>& InListItems); // 0x3bbe710 [Final Native Private]
    void BP_SetItemSelection(UObject* Item, bool bSelected); // 0x3bbede0 [Final Native Private]
    void BP_ScrollItemIntoView(UObject* Item); // 0x3bbe8e0 [Final Native Private]
    void BP_NavigateToItem(UObject* Item); // 0x3bbea00 [Final Native Private]
    bool BP_IsItemVisible(UObject* Item); // 0x3bbeb30 [Final Native Private]
    bool BP_GetSelectedItems(const TArray<bool>& Items); // 0x3bbec30 [Final Native Private]
    UObject* BP_GetSelectedItem(); // 0x3bbe660 [Final Native Private]
    int32 BP_GetNumItemsSelected(); // 0x3bbed40 [Final Native Private]
    void BP_ClearSelection(); // 0x3bbeda0 [Final Native Private]
    void BP_CancelScrollIntoView(); // 0x3bbe8a0 [Final Native Private]
    void AddItem(UObject* Item); // 0x3bbf9e0 [Final Native Public]

// UMenuAnchor (/Script/UMG.MenuAnchor)
    void ToggleOpen(bool bFocusOnOpen); // 0x3bc0f40 [Final Native Public]
    bool ShouldOpenDueToClick(); // 0x3bc0d40 [Final Native Public]
    void SetPlacement(uint8 InPlacement); // 0x3bc1150 [Final Native Public]
    void Open(bool bFocusMenu); // 0x3bc0e30 [Final Native Public]
    bool IsOpen(); // 0x3bc0da0 [Final Native Public]
    bool HasOpenSubMenus(); // 0x3bc0cb0 [Final Native Public]
    UUserWidget* GetUserWidget__DelegateSignature(); // 0x274f500 [Public]
    FVector2D GetMenuPosition(); // 0x3bc0ce0 [Final Native Public]
    void FitInWindow(bool bFit); // 0x3bc1050 [Final Native Public]
    void Close(); // 0x3bc0df0 [Final Native Public]

// UMouseCursorBinding (/Script/UMG.MouseCursorBinding)
    uint8 GetValue(); // 0x3bc15f0 [Final Native Public]

// UMultiLineEditableText (/Script/UMG.MultiLineEditableText)
    void SetWidgetStyle(FTextBlockStyle& InWidgetStyle); // 0x3bc1dd0 [Final Native Public]
    void SetText(const FText& InText); // 0x3bc2290 [Final Native Public]
    void SetIsReadOnly(bool bReadOnly); // 0x3bc1f20 [Final Native Public]
    void SetHintText(const FText& InHintText); // 0x3bc2070 [Final Native Public]
    void OnMultiLineEditableTextCommittedEvent__DelegateSignature(FText& Text, uint8 CommitMethod); // 0x274f500 [Public]
    void OnMultiLineEditableTextChangedEvent__DelegateSignature(FText& Text); // 0x274f500 [Public]
    FText GetText(); // 0x3bc23e0 [Final Native Public]
    FText GetHintText(); // 0x3bc21c0 [Final Native Public]

// UMultiLineEditableTextBox (/Script/UMG.MultiLineEditableTextBox)
    void SetTextStyle(FTextBlockStyle& InTextStyle); // 0x3bc2790 [Final Native Public]
    void SetText(const FText& InText); // 0x3bc2e20 [Final Native Public]
    void SetIsReadOnly(bool bReadOnly); // 0x3bc28f0 [Final Native Public]
    void SetHintText(const FText& InHintText); // 0x3bc2bf0 [Final Native Public]
    void SetError(const FText& InError); // 0x3bc2a40 [Final Native Public]
    void OnMultiLineEditableTextBoxCommittedEvent__DelegateSignature(FText& Text, uint8 CommitMethod); // 0x274f500 [Public]
    void OnMultiLineEditableTextBoxChangedEvent__DelegateSignature(FText& Text); // 0x274f500 [Public]
    FText GetText(); // 0x3bc2f70 [Final Native Public]
    FText GetHintText(); // 0x3bc2d40 [Final Native Public]

// UOverlaySlot (/Script/UMG.OverlaySlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bc3640 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bc37e0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bc3710 [Final Native Public]

// UProgressBar (/Script/UMG.ProgressBar)
    void SetPercent(float InPercent); // 0x3bc4860 [Final Native Public]
    void SetIsMarquee(bool InbIsMarquee); // 0x3bc4620 [Final Native Public]
    void SetFillColorAndOpacity(const FLinearColor& InColor); // 0x3bc4780 [Final Native Public]

// URichTextBlock (/Script/UMG.RichTextBlock)
    void SetTextTransformPolicy(const ETextTransformPolicy& InTransformPolicy); // 0x3bc62b0 [Final Native Public]
    void SetTextStyleSet(UDataTable* NewTextStyleSet); // 0x3bc5db0 [Final Native Public]
    void SetText(FText& InText); // 0x3bc5f30 [Native Public]
    void SetMinDesiredWidth(float InMinDesiredWidth); // 0x3bc6630 [Final Native Public]
    void SetDefaultTextStyle(FTextBlockStyle& InDefaultTextStyle); // 0x3bc6170 [Final Native Public]
    void SetDefaultStrikeBrush(FSlateBrush& InStrikeBrush); // 0x3bc6800 [Final Native Public]
    void SetDefaultShadowOffset(const FVector2D& InShadowOffset); // 0x3bc6c20 [Final Native Public]
    void SetDefaultShadowColorAndOpacity(const FLinearColor& InShadowColorAndOpacity); // 0x3bc6d40 [Final Native Public]
    void SetDefaultFont(const FSlateFontInfo& InFontInfo); // 0x3bc6a10 [Final Native Public]
    void SetDefaultColorAndOpacity(const FSlateColor& InColorAndOpacity); // 0x3bc6e50 [Final Native Public]
    void SetAutoWrapText(bool InAutoTextWrap); // 0x3bc6460 [Final Native Public]
    FText GetText(); // 0x3bc6070 [Final Native Public]
    URichTextBlockDecorator* GetDecoratorByClass(TSubclassOf<URichTextBlockDecorator> DecoratorClass); // 0x3bc5c50 [Final Native Public]
    void ClearAllDefaultStyleOverrides(); // 0x3bc6140 [Final Native Public]

// USafeZone (/Script/UMG.SafeZone)
    void SetSidesToPad(bool InPadLeft, bool InPadRight, bool InPadTop, bool InPadBottom); // 0x3bc7620 [Final Native Public]

// UScaleBox (/Script/UMG.ScaleBox)
    void SetUserSpecifiedScale(float InUserSpecifiedScale); // 0x3bc7b60 [Final Native Public]
    void SetStretchDirection(uint8 InStretchDirection); // 0x3bc7c40 [Final Native Public]
    void SetStretch(uint8 InStretch); // 0x3bc7d20 [Final Native Public]
    void SetIgnoreInheritedScale(bool bInIgnoreInheritedScale); // 0x3bc7a70 [Final Native Public]

// UScaleBoxSlot (/Script/UMG.ScaleBoxSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bb2050 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bc7f30 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bb2120 [Final Native Public]

// UScrollBoxSlot (/Script/UMG.ScrollBoxSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bc97b0 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bc9950 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bc9880 [Final Native Public]

// USizeBox (/Script/UMG.SizeBox)
    void SetWidthOverride(float InWidthOverride); // 0x3bca2a0 [Final Native Public]
    void SetMinDesiredWidth(float InMinDesiredWidth); // 0x3bca0c0 [Final Native Public]
    void SetMinDesiredHeight(float InMinDesiredHeight); // 0x3bc9fd0 [Final Native Public]
    void SetMinAspectRatio(float InMinAspectRatio); // 0x3bc9cd0 [Final Native Public]
    void SetMaxDesiredWidth(float InMaxDesiredWidth); // 0x3bc9ee0 [Final Native Public]
    void SetMaxDesiredHeight(float InMaxDesiredHeight); // 0x3bc9df0 [Final Native Public]
    void SetMaxAspectRatio(float InMaxAspectRatio); // 0x3bc9c00 [Final Native Public]
    void SetHeightOverride(float InHeightOverride); // 0x3bca1b0 [Final Native Public]
    void ClearWidthOverride(); // 0x3bca280 [Final Native Public]
    void ClearMinDesiredWidth(); // 0x3bca0a0 [Final Native Public]
    void ClearMinDesiredHeight(); // 0x3bc9fb0 [Final Native Public]
    void ClearMinAspectRatio(); // 0x3bc9ba0 [Final Native Public]
    void ClearMaxDesiredWidth(); // 0x3bc9ec0 [Final Native Public]
    void ClearMaxDesiredHeight(); // 0x3bc9dd0 [Final Native Public]
    void ClearMaxAspectRatio(); // 0x3bc9b80 [Final Native Public]
    void ClearHeightOverride(); // 0x3bca190 [Final Native Public]

// USizeBoxSlot (/Script/UMG.SizeBoxSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bca760 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bca900 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bca830 [Final Native Public]

// USlateBlueprintLibrary (/Script/UMG.SlateBlueprintLibrary)
    FVector2D TransformVectorLocalToAbsolute(FGeometry& Geometry, const FVector2D& LocalVector); // 0x3bcbca0 [Final Native Static Public]
    FVector2D TransformVectorAbsoluteToLocal(FGeometry& Geometry, const FVector2D& AbsoluteVector); // 0x3bcbed0 [Final Native Static Public]
    float TransformScalarLocalToAbsolute(FGeometry& Geometry, float LocalScalar); // 0x3bcc0b0 [Final Native Static Public]
    float TransformScalarAbsoluteToLocal(FGeometry& Geometry, float AbsoluteScalar); // 0x3bcc2b0 [Final Native Static Public]
    void ScreenToWidgetLocal(UObject* WorldContextObject, FGeometry& Geometry, const FVector2D& ScreenPosition, const FVector2D& LocalCoordinate, bool bIncludeWindowPosition); // 0x3bcafb0 [Final Native Static Public]
    void ScreenToWidgetAbsolute(UObject* WorldContextObject, const FVector2D& ScreenPosition, const FVector2D& AbsoluteCoordinate, bool bIncludeWindowPosition); // 0x3bcad60 [Final Native Static Public]
    void ScreenToViewport(UObject* WorldContextObject, const FVector2D& ScreenPosition, const FVector2D& ViewportPosition); // 0x3bcab80 [Final Native Static Public]
    void LocalToViewport(UObject* WorldContextObject, FGeometry& Geometry, const FVector2D& LocalCoordinate, const FVector2D& PixelPosition, const FVector2D& ViewportPosition); // 0x3bcb610 [Final Native Static Public]
    FVector2D LocalToAbsolute(FGeometry& Geometry, const FVector2D& LocalCoordinate); // 0x3bcc860 [Final Native Static Public]
    bool IsUnderLocation(FGeometry& Geometry, const FVector2D& AbsoluteCoordinate); // 0x3bcccf0 [Final Native Static Public]
    FVector2D GetLocalTopLeft(FGeometry& Geometry); // 0x3bcc720 [Final Native Static Public]
    FVector2D GetLocalSize(FGeometry& Geometry); // 0x3bcc5e0 [Final Native Static Public]
    FVector2D GetAbsoluteSize(FGeometry& Geometry); // 0x3bcc480 [Final Native Static Public]
    bool EqualEqual_SlateBrush(FSlateBrush& A, FSlateBrush& B); // 0x3bcb970 [Final Native Static Public]
    void AbsoluteToViewport(UObject* WorldContextObject, const FVector2D& AbsoluteDesktopCoordinate, const FVector2D& PixelPosition, const FVector2D& ViewportPosition); // 0x3bcb3c0 [Final Native Static Public]
    FVector2D AbsoluteToLocal(FGeometry& Geometry, const FVector2D& AbsoluteCoordinate); // 0x3bcca50 [Final Native Static Public]

// USlider (/Script/UMG.Slider)
    void SetValue(float InValue); // 0x3bcedb0 [Final Native Public]
    void SetStepSize(float InValue); // 0x3bce6d0 [Final Native Public]
    void SetSliderHandleColor(const FLinearColor& InValue); // 0x3bce4f0 [Final Native Public]
    void SetSliderBarColor(const FLinearColor& InValue); // 0x3bce5e0 [Final Native Public]
    void SetMinValue(float InValue); // 0x3bceca0 [Final Native Public]
    void SetMaxValue(float InValue); // 0x3bceba0 [Final Native Public]
    void SetLocked(bool InValue); // 0x3bce820 [Final Native Public]
    void SetIndentHandle(bool InValue); // 0x3bce9e0 [Final Native Public]
    float GetValue(); // 0x3bcf010 [Final Native Public]
    float GetNormalizedValue(); // 0x3bcef80 [Final Native Public]

// USpacer (/Script/UMG.Spacer)
    void SetSize(const FVector2D& InSize); // 0x3bcf2d0 [Final Native Public]

// USpinBox (/Script/UMG.SpinBox)
    void SetValue(float NewValue); // 0x3bd0350 [Final Native Public]
    void SetMinValue(float NewValue); // 0x3bcfb50 [Final Native Public]
    void SetMinSliderValue(float NewValue); // 0x3bcf860 [Final Native Public]
    void SetMinFractionalDigits(int32 NewValue); // 0x3bd0170 [Final Native Public]
    void SetMaxValue(float NewValue); // 0x3bcf9d0 [Final Native Public]
    void SetMaxSliderValue(float NewValue); // 0x3bcf6e0 [Final Native Public]
    void SetMaxFractionalDigits(int32 NewValue); // 0x3bcff90 [Final Native Public]
    void SetForegroundColor(const FSlateColor& InForegroundColor); // 0x3bcf580 [Final Native Public]
    void SetDelta(float NewValue); // 0x3bcfcb0 [Final Native Public]
    void SetAlwaysUsesDeltaSnap(bool bNewValue); // 0x3bcfe50 [Final Native Public]
    void OnSpinBoxValueCommittedEvent__DelegateSignature(float InValue, uint8 CommitMethod); // 0x274f500 [Public]
    void OnSpinBoxValueChangedEvent__DelegateSignature(float InValue); // 0x274f500 [Public]
    void OnSpinBoxBeginSliderMovement__DelegateSignature(); // 0x274f500 [Public]
    float GetValue(); // 0x3bd0510 [Final Native Public]
    float GetMinValue(); // 0x3bcfc20 [Final Native Public]
    float GetMinSliderValue(); // 0x3bcf930 [Final Native Public]
    int32 GetMinFractionalDigits(); // 0x3bd0300 [Final Native Public]
    float GetMaxValue(); // 0x3bcfaa0 [Final Native Public]
    float GetMaxSliderValue(); // 0x3bcf7b0 [Final Native Public]
    int32 GetMaxFractionalDigits(); // 0x3bd0120 [Final Native Public]
    float GetDelta(); // 0x3bcfda0 [Final Native Public]
    bool GetAlwaysUsesDeltaSnap(); // 0x3bcff40 [Final Native Public]
    void ClearMinValue(); // 0x3bcfb30 [Final Native Public]
    void ClearMinSliderValue(); // 0x3bcf840 [Final Native Public]
    void ClearMaxValue(); // 0x3bcf9b0 [Final Native Public]
    void ClearMaxSliderValue(); // 0x3bcf6c0 [Final Native Public]

// UTextBinding (/Script/UMG.TextBinding)
    FText GetTextValue(); // 0x3bd0be0 [Final Native Public]
    FString GetStringValue(); // 0x3bd0b60 [Final Native Public]

// UThrobber (/Script/UMG.Throbber)
    void SetNumberOfPieces(int32 InNumberOfPieces); // 0x3bd2b70 [Final Native Public]
    void SetAnimateVertically(bool bInAnimateVertically); // 0x3bd2950 [Final Native Public]
    void SetAnimateOpacity(bool bInAnimateOpacity); // 0x3bd2840 [Final Native Public]
    void SetAnimateHorizontally(bool bInAnimateHorizontally); // 0x3bd2a60 [Final Native Public]

// UTileView (/Script/UMG.TileView)
    void SetEntryWidth(float NewWidth); // 0x3bd2e80 [Final Native Public]
    void SetEntryHeight(float NewHeight); // 0x3bd2f90 [Final Native Public]
    float GetEntryWidth(); // 0x3bd2e40 [Final Native Public]
    float GetEntryHeight(); // 0x3bd2e60 [Final Native Public]

// UTreeView (/Script/UMG.TreeView)
    void SetItemExpansion(UObject* Item, bool bExpandItem); // 0x3bd3780 [Final Native Public]
    void ExpandAll(); // 0x3bd36f0 [Final Native Public]
    void CollapseAll(); // 0x3bd3690 [Final Native Public]

// UUMGSequencePlayer (/Script/UMG.UMGSequencePlayer)
    void SetUserTag(const FName& InUserTag); // 0x3bd3a10 [Final Native Public]
    FName GetUserTag(); // 0x3bd3af0 [Final Native Public]

// UUniformGridPanel (/Script/UMG.UniformGridPanel)
    void SetSlotPadding(const FMargin& InSlotPadding); // 0x3bd42e0 [Final Native Public]
    void SetMinDesiredSlotWidth(float InMinDesiredSlotWidth); // 0x3bd4190 [Final Native Public]
    void SetMinDesiredSlotHeight(float InMinDesiredSlotHeight); // 0x3bd4040 [Final Native Public]
    UUniformGridSlot* AddChildToUniformGrid(UWidget* Content, int32 InRow, int32 InColumn); // 0x3bd3cd0 [Final Native Public]

// UUniformGridSlot (/Script/UMG.UniformGridSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bd4560 [Final Native Public]
    void SetRow(int32 InRow); // 0x3bd47e0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bd4630 [Final Native Public]
    void SetColumn(int32 InColumn); // 0x3bd4700 [Final Native Public]

// UVerticalBox (/Script/UMG.VerticalBox)
    UVerticalBoxSlot* AddChildToVerticalBox(UWidget* Content); // 0x3bda7d0 [Final Native Public]

// UVerticalBoxSlot (/Script/UMG.VerticalBoxSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bdaa90 [Final Native Public]
    void SetSize(const FSlateChildSize& InSize); // 0x3bdac30 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bdad10 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bdab60 [Final Native Public]

// UViewport (/Script/UMG.Viewport)
    AActor* Spawn(TSubclassOf<AActor> ActorClass); // 0x3bdb020 [Final Native Public]
    void SetViewRotation(const FRotator& Rotation); // 0x3bdb1f0 [Final Native Public]
    void SetViewLocation(const FVector& Location); // 0x3bdb340 [Final Native Public]
    FRotator GetViewRotation(); // 0x3bdb2e0 [Final Native Public]
    UWorld* GetViewportWorld(); // 0x3bdb4a0 [Final Native Public]
    FVector GetViewLocation(); // 0x3bdb440 [Final Native Public]

// UVisibilityBinding (/Script/UMG.VisibilityBinding)
    ESlateVisibility GetValue(); // 0x3bdb710 [Final Native Public]

// UWidgetAnimation (/Script/UMG.WidgetAnimation)
    void UnbindFromAnimationStarted(UUserWidget* Widget, const FScriptDelegate& Delegate); // 0x3bdf930 [Final Native Public]
    void UnbindFromAnimationFinished(UUserWidget* Widget, const FScriptDelegate& Delegate); // 0x3bdf4c0 [Final Native Public]
    void UnbindAllFromAnimationStarted(UUserWidget* Widget); // 0x3bdf850 [Final Native Public]
    void UnbindAllFromAnimationFinished(UUserWidget* Widget); // 0x3bdf3e0 [Final Native Public]
    float GetStartTime(); // 0x3bdfd60 [Final Native Public]
    float GetEndTime(); // 0x3bdfcc0 [Final Native Public]
    void BindToAnimationStarted(UUserWidget* Widget, const FScriptDelegate& Delegate); // 0x3bdfad0 [Final Native Public]
    void BindToAnimationFinished(UUserWidget* Widget, const FScriptDelegate& Delegate); // 0x3bdf660 [Final Native Public]

// UWidgetAnimationPlayCallbackProxy (/Script/UMG.WidgetAnimationPlayCallbackProxy)
    UWidgetAnimationPlayCallbackProxy* CreatePlayAnimationTimeRangeProxyObject(const UUMGSequencePlayer*& Result, UUserWidget* Widget, UWidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int32 NumLoopsToPlay, uint8 PlayMode, float PlaybackSpeed); // 0x3be0880 [Final Native Static Public]
    UWidgetAnimationPlayCallbackProxy* CreatePlayAnimationProxyObject(const UUMGSequencePlayer*& Result, UUserWidget* Widget, UWidgetAnimation* InAnimation, float StartAtTime, int32 NumLoopsToPlay, uint8 PlayMode, float PlaybackSpeed); // 0x3be0df0 [Final Native Static Public]

// UWidgetBinding (/Script/UMG.WidgetBinding)
    UWidget* GetValue(); // 0x3be1430 [Final Native Public]

// UWidgetBlueprintLibrary (/Script/UMG.WidgetBlueprintLibrary)
    FEventReply UnlockMouse(FEventReply& Reply); // 0x3be5d80 [Final Native Static Public]
    FEventReply Unhandled(); // 0x3be6550 [Final Native Static Public]
    void SetWindowTitleBarState(UWidget* TitleBarContent, const EWindowTitleBarMode& Mode, bool bTitleBarDragEnabled, bool bWindowButtonsVisible, bool bTitleBarVisible); // 0x3be1a80 [Final Native Static Public]
    void SetWindowTitleBarOnCloseClickedDelegate(const FScriptDelegate& Delegate); // 0x3be18b0 [Final Native Static Public]
    void SetWindowTitleBarCloseButtonActive(bool bActive); // 0x3be17e0 [Final Native Static Public]
    FEventReply SetUserFocus(FEventReply& Reply, UWidget* FocusWidget, bool bInAllUsers); // 0x3be5aa0 [Final Native Static Public]
    FEventReply SetMousePosition(FEventReply& Reply, const FVector2D& NewMousePosition); // 0x3be56b0 [Final Native Static Public]
    void SetInputMode_UIOnlyEx(APlayerController* PlayerController, UWidget* InWidgetToFocus, const EMouseLockMode& InMouseLockMode); // 0x3be85f0 [Final Native Static Public]
    void SetInputMode_UIOnly(APlayerController* Target, UWidget* InWidgetToFocus, bool bLockMouseToViewport); // 0x3be87d0 [Final Native Static Public]
    void SetInputMode_GameOnly(APlayerController* PlayerController); // 0x3be7e90 [Final Native Static Public]
    void SetInputMode_GameAndUIEx(APlayerController* PlayerController, UWidget* InWidgetToFocus, const EMouseLockMode& InMouseLockMode, bool bHideCursorDuringCapture); // 0x3be7f80 [Final Native Static Public]
    void SetInputMode_GameAndUI(APlayerController* Target, UWidget* InWidgetToFocus, bool bLockMouseToViewport, bool bHideCursorDuringCapture); // 0x3be82b0 [Final Native Static Public]
    bool SetHardwareCursor(UObject* WorldContextObject, uint8 CursorShape, const FName& CursorName, const FVector2D& HotSpot); // 0x3be1da0 [Final Native Static Public]
    void SetFocusToGameViewport(); // 0x3be7e70 [Final Native Static Public]
    void SetColorVisionDeficiencyType(const EColorVisionDeficiency& Type, float Severity, bool CorrectDeficiency, bool ShowCorrectionWithDeficiency); // 0x3be2090 [Final Native Static Public]
    void SetBrushResourceToTexture(FSlateBrush& Brush, UTexture2D* Texture); // 0x3be3a00 [Final Native Static Public]
    void SetBrushResourceToMaterial(FSlateBrush& Brush, UMaterialInterface* Material); // 0x3be3a00 [Final Native Static Public]
    void RestorePreviousWindowTitleBarState(); // 0x3be19c0 [Final Native Static Public]
    FEventReply ReleaseMouseCapture(FEventReply& Reply); // 0x3be6160 [Final Native Static Public]
    FEventReply ReleaseJoystickCapture(FEventReply& Reply, bool bInAllJoysticks); // 0x3be58b0 [Final Native Static Public]
    void OnGameWindowCloseButtonClickedDelegate__DelegateSignature(); // 0x274f500 [Public]
    FSlateBrush NoResourceBrush(); // 0x3be38d0 [Final Native Static Public]
    FSlateBrush MakeBrushFromTexture(UTexture2D* Texture, int32 Width, int32 Height); // 0x3be4580 [Final Native Static Public]
    FSlateBrush MakeBrushFromMaterial(UMaterialInterface* Material, int32 Width, int32 Height); // 0x3be41f0 [Final Native Static Public]
    FSlateBrush MakeBrushFromAsset(USlateBrushAsset* BrushAsset); // 0x3be4950 [Final Native Static Public]
    FEventReply LockMouse(FEventReply& Reply, UWidget* CapturingWidget); // 0x3be5f10 [Final Native Static Public]
    bool IsDragDropping(); // 0x3be4d00 [Final Native Static Public]
    FEventReply Handled(); // 0x3be65c0 [Final Native Static Public]
    void GetSafeZonePadding(UObject* WorldContextObject, const FVector4& SafePadding, const FVector2D& SafePaddingScale, const FVector4& SpillOverPadding); // 0x3be2350 [Final Native Static Public]
    FKeyEvent GetKeyEventFromAnalogInputEvent(FAnalogInputEvent& Event); // 0x3be2a10 [Final Native Static Public]
    FInputEvent GetInputEventFromPointerEvent(FPointerEvent& Event); // 0x3be2750 [Final Native Static Public]
    FInputEvent GetInputEventFromNavigationEvent(FNavigationEvent& Event); // 0x3be2630 [Final Native Static Public]
    FInputEvent GetInputEventFromKeyEvent(FKeyEvent& Event); // 0x3be2c30 [Final Native Static Public]
    FInputEvent GetInputEventFromCharacterEvent(FCharacterEvent& Event); // 0x3be28f0 [Final Native Static Public]
    UMaterialInstanceDynamic* GetDynamicMaterial(FSlateBrush& Brush); // 0x3be3640 [Final Native Static Public]
    UDragDropOperation* GetDragDroppingContent(); // 0x3be4bf0 [Final Native Static Public]
    UTexture2D* GetBrushResourceAsTexture2D(FSlateBrush& Brush); // 0x3be3e40 [Final Native Static Public]
    UMaterialInterface* GetBrushResourceAsMaterial(FSlateBrush& Brush); // 0x3be3c50 [Final Native Static Public]
    UObject* GetBrushResource(FSlateBrush& Brush); // 0x3be4030 [Final Native Static Public]
    void GetAllWidgetsWithInterface(UObject* WorldContextObject, const TArray<TSubclassOf<IInterface>>& FoundWidgets, TSubclassOf<IInterface> Interface, bool TopLevelOnly); // 0x3be2d90 [Final Native Static Public]
    void GetAllWidgetsOfClass(UObject* WorldContextObject, const TArray<TSubclassOf<UUserWidget>>& FoundWidgets, TSubclassOf<UUserWidget> WidgetClass, bool TopLevelOnly); // 0x3be3210 [Final Native Static Public]
    FEventReply EndDragDrop(FEventReply& Reply); // 0x3be4df0 [Final Native Static Public]
    void DrawTextFormatted(FPaintContext& Context, FText& Text, const FVector2D& Position, UFont* Font, int32 FontSize, const FName& FontTypeFace, const FLinearColor& Tint); // 0x3be6630 [Final Native Static Public]
    void DrawText(FPaintContext& Context, const FString& inString, const FVector2D& Position, const FLinearColor& Tint); // 0x3be6e10 [Final Native Static Public]
    void DrawLines(FPaintContext& Context, const TArray<FLinearColor>& Points, const FLinearColor& Tint, bool bAntiAlias, float Thickness); // 0x3be70c0 [Final Native Static Public]
    void DrawLine(FPaintContext& Context, const FVector2D& PositionA, const FVector2D& PositionB, const FLinearColor& Tint, bool bAntiAlias, float Thickness); // 0x3be7560 [Final Native Static Public]
    void DrawBox(FPaintContext& Context, const FVector2D& Position, const FVector2D& Size, USlateBrushAsset* Brush, const FLinearColor& Tint); // 0x3be7930 [Final Native Static Public]
    void DismissAllMenus(); // 0x3be3610 [Final Native Static Public]
    FEventReply DetectDragIfPressed(FPointerEvent& PointerEvent, UWidget* WidgetDetectingDrag, const FKey& DragKey); // 0x3be4f50 [Final Native Static Public]
    FEventReply DetectDrag(FEventReply& Reply, UWidget* WidgetDetectingDrag, const FKey& DragKey); // 0x3be5280 [Final Native Static Public]
    UDragDropOperation* CreateDragDropOperation(TSubclassOf<UDragDropOperation> OperationClass); // 0x3be89b0 [Final Native Static Public]
    UUserWidget* Create(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetType, APlayerController* OwningPlayer); // 0x3be8b90 [Final Native Static Public]
    FEventReply ClearUserFocus(FEventReply& Reply, bool bInAllUsers); // 0x3be58b0 [Final Native Static Public]
    FEventReply CaptureMouse(FEventReply& Reply, UWidget* CapturingWidget); // 0x3be6300 [Final Native Static Public]
    FEventReply CaptureJoystick(FEventReply& Reply, UWidget* CapturingWidget, bool bInAllJoysticks); // 0x3be5aa0 [Final Native Static Public]
    void CancelDragDrop(); // 0x3be4b40 [Final Native Static Public]

// UWidgetInteractionComponent (/Script/UMG.WidgetInteractionComponent)
    void SetFocus(UWidget* FocusWidget); // 0x3bec170 [Final Native Public]
    void SetCustomHitResult(FHitResult& HitResult); // 0x3bec2a0 [Final Native Public]
    bool SendKeyChar(const FString& Characters, bool bRepeat); // 0x3bec5f0 [Native Public]
    void ScrollWheel(float ScrollDelta); // 0x3bec520 [Native Public]
    void ReleasePointerKey(const FKey& Key); // 0x3becc30 [Native Public]
    bool ReleaseKey(const FKey& Key); // 0x3bec910 [Native Public]
    void PressPointerKey(const FKey& Key); // 0x3becd70 [Native Public]
    bool PressKey(const FKey& Key, bool bRepeat); // 0x3beca60 [Native Public]
    bool PressAndReleaseKey(const FKey& Key); // 0x3bec7c0 [Native Public]
    bool IsOverInteractableWidget(); // 0x221bb80 [Final Native Public]
    bool IsOverHitTestVisibleWidget(); // 0x3bec4e0 [Final Native Public]
    bool IsOverFocusableWidget(); // 0x21cdad0 [Final Native Public]
    FHitResult GetLastHitResult(); // 0x3bec450 [Final Native Public]
    UWidgetComponent* GetHoveredWidgetComponent(); // 0x3bec500 [Final Native Public]
    FVector2D Get2DHitLocation(); // 0x3bec420 [Final Native Public]

// UWidgetLayoutLibrary (/Script/UMG.WidgetLayoutLibrary)
    UWrapBoxSlot* SlotAsWrapBoxSlot(UWidget* Widget); // 0x3bed4a0 [Final Native Static Public]
    UWidgetSwitcherSlot* SlotAsWidgetSwitcherSlot(UWidget* Widget); // 0x3bed390 [Final Native Static Public]
    UVerticalBoxSlot* SlotAsVerticalBoxSlot(UWidget* Widget); // 0x3bed9f0 [Final Native Static Public]
    UUniformGridSlot* SlotAsUniformGridSlot(UWidget* Widget); // 0x3bedb00 [Final Native Static Public]
    USizeBoxSlot* SlotAsSizeBoxSlot(UWidget* Widget); // 0x3bed5b0 [Final Native Static Public]
    UScrollBoxSlot* SlotAsScrollBoxSlot(UWidget* Widget); // 0x3bed8e0 [Final Native Static Public]
    UScaleBoxSlot* SlotAsScaleBoxSlot(UWidget* Widget); // 0x3bed6c0 [Final Native Static Public]
    USafeZoneSlot* SlotAsSafeBoxSlot(UWidget* Widget); // 0x3bed7d0 [Final Native Static Public]
    UOverlaySlot* SlotAsOverlaySlot(UWidget* Widget); // 0x3bedc10 [Final Native Static Public]
    UHorizontalBoxSlot* SlotAsHorizontalBoxSlot(UWidget* Widget); // 0x3bedd20 [Final Native Static Public]
    UGridSlot* SlotAsGridSlot(UWidget* Widget); // 0x3bede30 [Final Native Static Public]
    UCanvasPanelSlot* SlotAsCanvasSlot(UWidget* Widget); // 0x3bedf40 [Final Native Static Public]
    UBorderSlot* SlotAsBorderSlot(UWidget* Widget); // 0x3bee050 [Final Native Static Public]
    void RemoveAllWidgets(UObject* WorldContextObject); // 0x3bed2c0 [Final Native Static Public]
    bool ProjectWorldLocationToWidgetPosition(APlayerController* PlayerController, const FVector& WorldLocation, const FVector2D& ScreenPosition, bool bPlayerViewportRelative); // 0x3beea40 [Final Native Static Public]
    FGeometry GetViewportWidgetGeometry(UObject* WorldContextObject); // 0x3bee760 [Final Native Static Public]
    FVector2D GetViewportSize(UObject* WorldContextObject); // 0x3bee880 [Final Native Static Public]
    float GetViewportScale(UObject* WorldContextObject); // 0x3bee960 [Final Native Static Public]
    FGeometry GetPlayerScreenWidgetGeometry(APlayerController* PlayerController); // 0x3bee640 [Final Native Static Public]
    bool GetMousePositionScaledByDPI(APlayerController* Player, const float& LocationX, const float& LocationY); // 0x3bee160 [Final Native Static Public]
    FVector2D GetMousePositionOnViewport(UObject* WorldContextObject); // 0x3bee380 [Final Native Static Public]
    FVector2D GetMousePositionOnPlatform(); // 0x3bee5e0 [Final Native Static Public]

// UWidgetSwitcher (/Script/UMG.WidgetSwitcher)
    void SetActiveWidgetIndex(int32 Index); // 0x3bef790 [Native Public]
    void SetActiveWidget(UWidget* Widget); // 0x3bbb580 [Native Public]
    UWidget* GetWidgetAtIndex(int32 Index); // 0x3bef680 [Final Native Public]
    int32 GetNumWidgets(); // 0x3bef8c0 [Final Native Public]
    int32 GetActiveWidgetIndex(); // 0x3bef870 [Final Native Public]
    UWidget* GetActiveWidget(); // 0x3bef600 [Final Native Public]

// UWidgetSwitcherSlot (/Script/UMG.WidgetSwitcherSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3befaa0 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bc37e0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3befb70 [Final Native Public]

// UWindowTitleBarArea (/Script/UMG.WindowTitleBarArea)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3beff00 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bf00c0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3beffe0 [Final Native Public]

// UWindowTitleBarAreaSlot (/Script/UMG.WindowTitleBarAreaSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bf0300 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bf04c0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bf03e0 [Final Native Public]

// UWrapBox (/Script/UMG.WrapBox)
    void SetInnerSlotPadding(const FVector2D& InPadding); // 0x3bf09d0 [Final Native Public]
    UWrapBoxSlot* AddChildToWrapBox(UWidget* Content); // 0x3bf07b0 [Final Native Public]

// UWrapBoxSlot (/Script/UMG.WrapBoxSlot)
    void SetVerticalAlignment(uint8 InVerticalAlignment); // 0x3bf0ba0 [Final Native Public]
    void SetPadding(const FMargin& InPadding); // 0x3bf0ef0 [Final Native Public]
    void SetHorizontalAlignment(uint8 InHorizontalAlignment); // 0x3bf0c70 [Final Native Public]
    void SetFillSpanWhenLessThan(float InFillSpanWhenLessThan); // 0x3bf0d40 [Final Native Public]
    void SetFillEmptySpace(bool InbFillEmptySpace); // 0x3bf0e10 [Final Native Public]

// UVAISMControllerAbstract (/Script/VertexAnimationManager.VAISMControllerAbstract)
    void UpdateInstanceTransform(FTransform& InTransform); // 0x1a77ed0 [Native Public]
    void SetRuntimeComponent(UVARuntimeComponent* Component); // 0x1a77c00 [Final Native Public]
    void SetInstancedComponent(UInstancedStaticMeshComponent* InComponent); // 0x1a78030 [Native Public]
    UInstancedStaticMeshComponent* NewInstancedComponent(); // 0x1a78110 [Native Public]
    TArray<void> GetRuntimeComponentNames(); // 0x1a77b50 [Final Native Public]
    UVARuntimeComponent* GetRuntimeComponent(); // 0x1a77bd0 [Final Native Public]
    UInstancedStaticMeshComponent* GetInstancedComponent(); // 0x1a78000 [Native Public]

// UVANotifyHandler (/Script/VertexAnimationManager.VANotifyHandler)
    USceneComponent* GetOwningComponent(); // 0x1a78450 [Final Native Public]

// IVANotifyInterface (/Script/VertexAnimationManager.VANotifyInterface)
    bool Received_VertexAnimationNotify(USceneComponent* MeshComp); // 0x274f500 [Event Public]

// IVANotifyStateInterface (/Script/VertexAnimationManager.VANotifyStateInterface)
    bool Received_VertexAnimationNotifyTick(USceneComponent* MeshComp, float FrameDeltaTime); // 0x274f500 [Event Public]
    bool Received_VertexAnimationNotifyEnd(USceneComponent* MeshComp); // 0x274f500 [Event Public]
    bool Received_VertexAnimationNotifyBegin(USceneComponent* MeshComp, float TotalDuration); // 0x274f500 [Event Public]

// UVARuntimeBPLibrary (/Script/VertexAnimationManager.VARuntimeBPLibrary)
    void RagDollStart(USkeletalMeshComponent* SkeletalMeshComponent); // 0x1a78ce0 [Final Native Static Public]
    void RagdollReset(USkeletalMeshComponent* SkeletalMeshComponent, USceneComponent* InSceneComponent); // 0x1a78a10 [Final Native Static Public]
    void CallTickSkeletalMeshComponent(USkeletalMeshComponent* InComponent); // 0x1a788c0 [Final Native Static Public]

// UVARuntimeComponent (/Script/VertexAnimationManager.VARuntimeComponent)
    void UpdateAnimationBlueprint(); // 0x1a79380 [Final Native Public]
    void Stop(); // 0x1a79ce0 [Final Native Public]
    void SetTimePlayed(float TimePlayed); // 0x1a79840 [Final Native Public]
    void SetRagdollOn(); // 0x1a79360 [Final Native Public]
    void SetRagdollOff(); // 0x1a79340 [Final Native Public]
    void SetPosition(float Position); // 0x1a796c0 [Final Native Public]
    void SetPlayRate(float Rate); // 0x1a79da0 [Final Native Public]
    bool SetAnimationIndex(int32 InAnimationIndex); // 0x1a79ef0 [Final Native Public]
    bool SetAnimationByName(const FName& InAnimationName); // 0x1a79930 [Final Native Public]
    void Resume(); // 0x1a79d20 [Final Native Public]
    void Reset(); // 0x1a79d60 [Final Native Public]
    bool PlayAnimationByName(const FName& InAnimationName); // 0x1a79a40 [Final Native Public]
    bool PlayAnimation(int32 InAnimationIndex); // 0x1a79b30 [Final Native Public]
    void Play(); // 0x1a79c90 [Final Native Public]
    void Pause(); // 0x1a79d40 [Final Native Public]
    bool IsPlaying(); // 0x1a79c50 [Final Native Public]
    bool IsPaused(); // 0x1a79c70 [Final Native Public]
    float GetTimePlayed(); // 0x1a797d0 [Final Native Public]
    float GetPosition(); // 0x1a79690 [Final Native Public]
    float GetPlayRate(); // 0x1a79d80 [Final Native Public]
    USceneComponent* GetOuterSceneComponent(); // 0x1a7a190 [Final Native Public]
    UAnimInstance* GetAnimInstance(); // 0x1a793a0 [Final Native Public]
    TArray<void> GetAnimationNames(); // 0x1a79fe0 [Final Native Public]
    void CopyToPoseableMeshComponent(UPoseableMeshComponent* InComponent, uint8 BoneSpace); // 0x1a79420 [Final Native Public]

// UVASMComponent (/Script/VertexAnimationManager.VASMComponent)
    void SetRuntimeComponent(UVARuntimeComponent* Component); // 0x1a7a740 [Final Native Public]
    TArray<void> GetRuntimeComponentNames(); // 0x1a77b50 [Final Native Public]
    UVARuntimeComponent* GetRuntimeComponent(); // 0x1a7a710 [Final Native Public]

// UBuoyancyComponent (/Script/Water.BuoyancyComponent)
    void OnPontoonExitedWater(FSphericalPontoon& Pontoon); // 0x16f7c30 [Final Native Public]
    void OnPontoonEnteredWater(FSphericalPontoon& Pontoon); // 0x16f7d50 [Final Native Public]
    bool IsInWaterBody(); // 0x16f7e70 [Final Native Public]
    void GetLastWaterSurfaceInfo(const FVector& OutWaterPlaneLocation, const FVector& OutWaterPlaneNormal, const FVector& OutWaterSurfacePosition, const float& OutWaterDepth, const int32& OutWaterBodyIdx, const FVector& OutWaterVelocity); // 0x16f77c0 [Final Native Public]

// ABuoyancyManager (/Script/Water.BuoyancyManager)
    bool GetBuoyancyComponentManager(UObject* WorldContextObject, const ABuoyancyManager*& Manager); // 0x16f8060 [Final Native Static Public]

// UGerstnerWaterWaveGeneratorBase (/Script/Water.GerstnerWaterWaveGeneratorBase)
    void GenerateGerstnerWaves(const TArray<void>& OutWaves); // 0x16f8ab0 [Native Event Public]

// UNiagaraWaterFunctionLibrary (/Script/Water.NiagaraWaterFunctionLibrary)
    void SetWaterBody(UNiagaraComponent* NiagaraSystem, const FString& OverrideName, AWaterBody* WaterBody); // 0x16f8e30 [Final Native Static Private]

// AWaterBody (/Script/Water.WaterBody)
    void SetWaterWaves(UWaterWavesBase* InWaterWaves); // 0x16f9710 [Final Native Public]
    void OnWaterBodyChanged(bool bShapeOrPositionChanged, bool bWeightmapSettingsChanged); // 0x16f9580 [Final Native Public]
    UWaterSplineComponent* GetWaterSpline(); // 0x16f9990 [Final Native Public]
    UMaterialInstanceDynamic* GetWaterMaterialInstance(); // 0x16f9930 [Final Native Public]
    UMaterialInterface* GetWaterMaterial(); // 0x16f9970 [Final Native Public]
    UMaterialInstanceDynamic* GetUnderwaterPostProcessMaterialInstance(); // 0x16f98f0 [Final Native Public]
    UMaterialInstanceDynamic* GetRiverToOceanTransitionMaterialInstance(); // 0x16f99b0 [Native Public]
    UMaterialInstanceDynamic* GetRiverToLakeTransitionMaterialInstance(); // 0x16f99e0 [Native Public]
    float GetMaxWaveHeight(); // 0x16f9550 [Final Native Public]
    TArray<void> GetIslands(); // 0x16f9870 [Final Native Public]
    TArray<void> GetExclusionVolumes(); // 0x16f97f0 [Final Native Public]

// AWaterBodyIsland (/Script/Water.WaterBodyIsland)
    UWaterSplineComponent* GetWaterSpline(); // 0x16fa0f0 [Final Native Public]

// UWaterMeshComponent (/Script/Water.WaterMeshComponent)
    bool IsEnabled(); // 0x16fb030 [Final Native Public]

// UWaterSubsystem (/Script/Water.WaterSubsystem)
    void SetOceanFloodHeight(float InFloodHeight); // 0x16fb320 [Final Native Public]
    void PrintToWaterLog(const FString& Message, bool bWarning); // 0x16fb480 [Final Native Public]
    bool IsWaterRenderingEnabled(); // 0x16fb670 [Final Native Public]
    bool IsUnderwaterPostProcessEnabled(); // 0x16fb700 [Final Native Public]
    bool IsShallowWaterSimulationEnabled(); // 0x16fb730 [Final Native Public]
    float GetWaterTimeSeconds(); // 0x16fb640 [Final Native Public]
    float GetSmoothedWorldTimeSeconds(); // 0x16fb600 [Final Native Public]
    int32 GetShallowWaterSimulationRenderTargetSize(); // 0x16fb6a0 [Final Native Static Public]
    int32 GetShallowWaterMaxImpulseForces(); // 0x16fb6c0 [Final Native Static Public]
    int32 GetShallowWaterMaxDynamicForces(); // 0x16fb6e0 [Final Native Static Public]
    float GetOceanTotalHeight(); // 0x16fb3f0 [Final Native Public]
    float GetOceanFloodHeight(); // 0x16fb430 [Final Native Public]
    float GetOceanBaseHeight(); // 0x16fb450 [Final Native Public]
    float GetCameraUnderwaterDepth(); // 0x16fb5e0 [Final Native Public]
