| 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) | FinalNative+2 flags | | 0x72 |
| 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) | FinalNative+2 flags | | 0x6B |
| float ApplyPointDamage(AActor* DamagedActor, float BaseDamage, const FVector& HitFromDirection, FHitResult& HitInfo, AController* EventInstigator, AActor* DamageCauser, FGameplayTagContainer& DamageTypeTags) | FinalNative+2 flags | | 0xDC |
| float ApplyDamage(AActor* DamagedActor, float BaseDamage, AController* EventInstigator, AActor* DamageCauser, FGameplayTagContainer& DamageTypeTags) | FinalNative+2 flags | | 0x4C |