| bool TryGetTargetTeamID(AAHBaseCharacter* TargetCharacter, uint8 TargetAttitude, FGenericTeamId& OutTeamId) | FinalNative+2 flags | | 0x0B |
| bool TryGetBlackboardValueAsVector(AAHAIController* AIController, const FName& KeyName, const FVector& OutValue) | FinalNative+2 flags | | 0x1D |
| bool SwitchCharacterSubType(AAHAICharacter* Character, const FGameplayTag& SubtypeTag, bool bFallBackToDefaultSubtype) | FinalNative+2 flags | | 0x12 |
| void StopActiveNode(AAHAIController* CachedAIController, uint8 NodeResult) | FinalNative+2 flags | | 0x09 |
| void SetCharacterPassive(AAHAICharacter* InAICharacter, UAnimMontage* InPassiveAnimation) | FinalNative+2 flags | | 0x10 |
| void SetCharacterAggressive(AAHAICharacter* InAICharacter, bool bShouldBeActive, APawn* InTargetEnemy, UAnimMontage* InPassiveAnimation, UAnimMontage* InAggressiveAnimation, float InAggressiveAnimationPlayRate) | FinalNative+2 flags | | 0x2C |
| void RestartLogic(AAHAIController* CachedAIController) | FinalNative+2 flags | | 0x08 |
| bool IsTileValid(ARecastNavMesh* NavMesh, int32 TileIndex) | FinalNative+2 flags | | 0x0D |
| bool IsCharacterFriendlyForPlayer(UWorld* World, AAHBaseCharacter* Character, bool CountNeutralAsFriendly) | FinalNative+2 flags | | 0x12 |
| UBehaviorTreeComponent* GetBehaviorTreeComponent(AAHAIController* CachedAIController) | FinalNative+2 flags | | 0x10 |
| AAHAIController* GetAIControllerFromBTComponent(UBehaviorTreeComponent* OwnerComp) | FinalNative+2 flags | | 0x10 |
| bool CheckWaterDepth(AAHAICharacter* AICharacter, const FVector& WaterTestingLocation, bool bHasPath) | FinalNative+2 flags | | 0x16 |
| bool AreFriendlyCharacters(AAHBaseCharacter* CharacterOne, AAHBaseCharacter* CharacterTwo, bool CountNeutralAsFriendly) | FinalNative+2 flags | | 0x12 |