| FActiveGameplayEffectHandle SetMagnitudeAndApplyGE(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, float Magnitude, FGameplayTag& GameplayTag, AActor* InInstigator, AActor* InEffectCauser) | FinalNative+2 flags | | 0x38 |
| bool RemoveGameplayEffect(AAHBaseCharacter* Character, const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove) | FinalNative+2 flags | | 0x15 |
| bool RemoveActiveGameplayEffectBySourceEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove) | FinalNative+2 flags | | 0x1D |
| FGameplayTag GetModifierMagnitudeTagFromGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass, int32 ModifierIndex) | FinalNative+2 flags | | 0x14 |
| FString GetEffectName(UAbilitySystemComponent* AbilitySystemComponent, const FActiveGameplayEffectHandle& Handle) | FinalNative+2 flags | | 0x20 |
| FGameplayTag GetDurationMagnitudeTagFromGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass) | FinalNative+2 flags | | 0x10 |
| FGameplayTag GetCharacterAttributeTag(const FGameplayAttribute& Attribute) | FinalNative+2 flags | | 0x40 |
| bool CanApplyMagnitudeToAttribute(AAHBaseCharacter* Character, const FGameplayAttribute& InAttribute, float Magnitude) | FinalNative+2 flags | | 0x45 |
| bool CanApplyGameplayEffect(TSubclassOf<UGameplayEffect> GameplayEffectClass, AAHBaseCharacter* Character) | FinalNative+2 flags | | 0x11 |
| FActiveGameplayEffectHandle ApplyOverTimeGameplayEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TMap<float, FGameplayAttribute>& AttributeModifiersMagnitude, float Duration, const FGameplayTag& DurationTag) | FinalNative+2 flags | | 0x74 |
| void ApplyGEWithMultipleMagnitudesWithHitResultViaDamageEventsSubsystem(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TArray<FHitResult>& MagnitudesArray, const FHitResult& InHitResult, AActor* Instigator) | FinalNative+2 flags | | 0xB0 |
| FActiveGameplayEffectHandle ApplyGameplayEffectWithMultipleMagnitudes(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const TArray<FGameplayEffectContextHandle>& MagnitudesArray, const FGameplayEffectContextHandle& Context) | FinalNative+2 flags | | 0x40 |
| FActiveGameplayEffectHandle ApplyGameplayEffectWithMagnitudeAndContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, float Magnitude, FGameplayTag& GameplayTag, const FGameplayEffectContextHandle& Context) | FinalNative+2 flags | | 0x40 |
| FActiveGameplayEffectHandle ApplyGameplayEffectWithContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, const FGameplayEffectContextHandle& Context) | FinalNative+2 flags | | 0x30 |
| FActiveGameplayEffectHandle ApplyGameplayEffectToTargetWithContext(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetASComponent, const FGameplayEffectContextHandle& Context) | FinalNative+2 flags | | 0x38 |
| FActiveGameplayEffectHandle ApplyGameplayEffectToTarget(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* TargetASComponent) | FinalNative+2 flags | | 0x20 |
| TArray<void> ApplyGameplayEffectsToPlayer(UObject* InWorldContextObject, const TArray<TArray<void>>& InGameplayEffectsClasses) | FinalNative+2 flags | | 0x28 |
| TArray<void> ApplyGameplayEffects(AAHBaseCharacter* Character, const TArray<TArray<void>>& InEffects) | FinalNative+2 flags | | 0x28 |
| FActiveGameplayEffectHandle ApplyGameplayEffect(AAHBaseCharacter* Character, TSubclassOf<UGameplayEffect> GameplayEffectClass) | FinalNative+2 flags | | 0x18 |