| void SetSkeletalTickEnabled(USkeletalMeshComponent* MeshComponent, bool bEnabled) | FinalNative+2 flags | | 0x09 |
| void SetSkeletalShouldUpdateOverlapsOnAnimationFinalize(USkeletalMeshComponent* MeshComponent, bool bShouldUpdate) | FinalNative+2 flags | | 0x09 |
| void SetSkeletalMeshConstraintLinearLimits(USkeletalMeshComponent* MeshComponent, const FName& ConstraintName, uint8 ConstraintMotion, float LinearLimit) | FinalNative+2 flags | | 0x18 |
| void OverrideMeshMaterials(USkeletalMeshComponent* MeshComponent, const TArray<void>& OverrideMaterials) | FinalNative+2 flags | | 0x18 |
| void GetSkeletalMeshConstraintsAngularLimits(USkeletalMeshComponent* InMeshComponent, const TArray<TMap<FName, void>>& InConstraintNames, TMap<FName, void>& OutAngularLimits) | FinalNative+2 flags | | 0x68 |
| void GetSkeletalMeshConstraintAngularLimits(USkeletalMeshComponent* InMeshComponent, const FName& InConstraintName, const float& OutAngularSwing1Limit, const float& OutAngularTwistLimit, const float& OutAngularSwing2Limit) | FinalNative+2 flags | | 0x1C |