| void ValidateObject(UObject* Owner, UObject* ObjectToValidate, const FString& Message) | FinalNative+2 flags | | 0x20 |
| void TryUseComponent(UActiveUserComponent* ActiveUserComponent, UActorComponent* ComponentToUse) | FinalNative+2 flags | | 0x10 |
| void TryUseActor(UActiveUserComponent* ActiveUserComponent, AActor* ActorToUse) | FinalNative+2 flags | | 0x10 |
| bool TryGetActorLocation(AActor* Actor, const FVector& OutLocation) | FinalNative+2 flags | | 0x15 |
| void TryEnableActor(AActor* ActorToEnable) | FinalNative+2 flags | | 0x08 |
| void TryDisableActor(AActor* ActorToDisable) | FinalNative+2 flags | | 0x08 |
| void TryDeactivateActor(AActor* ActorToDeactivate) | FinalNative+2 flags | | 0x08 |
| void TryActivateActor(AActor* ActorToActivate) | FinalNative+2 flags | | 0x08 |
| AActor* SpawnActorOnSubLevel(TSubclassOf<UObject> Class, const FTransform& Transform, const FName& Name, AActor* OwnerActor, APawn* InstigatorPawn, const ESpawnActorCollisionHandlingMethod& SpawnActorCollisionHandlingMethod, bool bDeferedSpawn) | FinalNative+2 flags | | 0x68 |
| AActor* SpawnActorOnPersistentLevel(TSubclassOf<UObject> Class, const FTransform& Transform, const FName& Name, AActor* OwnerActor, APawn* InstigatorPawn, const ESpawnActorCollisionHandlingMethod& SpawnActorCollisionHandlingMethod, bool bDeferedSpawn) | FinalNative+2 flags | | 0x68 |
| void SmoothRotateToLocation(AActor* ActorToRotate, const FVector& TargetLocation, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation, bool bForceSetRotation, bool bRotateOnlyYaw, float YawOffset) | FinalNative+2 flags | | 0x30 |
| void SmoothRotateToEnemy(AAHAICharacter* AICharacter, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation, bool bForceSetRotation, float YawOffset) | FinalNative+2 flags | | 0x24 |
| void SmoothRotatePlayerToLocation(AAHBaseCharacter* Player, const FVector& TargetLocation, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation) | FinalNative+2 flags | | 0x28 |
| void SetUseAsOccluderFlag(UPrimitiveComponent* PrimitiveComponent, bool bInEnabled) | FinalNative+2 flags | | 0x09 |
| void SetPlayerPostProcess(UObject* Owner, UObject* PostProcessObject, float BlendWeight) | FinalNative+2 flags | | 0x14 |
| void SetComponentTick(UActorComponent* ActorComponent, bool bInEnabled, float TickInterval) | FinalNative+2 flags | | 0x10 |
| void SetComponentSkipBoundsUpdate(USceneComponent* Component, bool bValue) | FinalNative+2 flags | | 0x09 |
| void SetComponentMovementEnabled(USceneComponent* Component, bool bEnabled, bool bImmediateUpdateToWorld) | FinalNative+2 flags | | 0x0A |
| void SetComponentCastDynamicShadow(UPrimitiveComponent* PrimitiveComponent, bool bCastDynamicShadow) | FinalNative+2 flags | | 0x09 |
| void SetComponentAffectDistanceFieldLighting(UPrimitiveComponent* PrimitiveComponent, bool bAffectDistanceFieldLighting) | FinalNative+2 flags | | 0x09 |
| void SetChildActorComponentActive(UChildActorComponent* ChildActorComponent, bool bActive) | FinalNative+2 flags | | 0x09 |
| void SetActorTick(AActor* Actor, bool bInEnabled, float TickInterval) | FinalNative+2 flags | | 0x10 |
| void SetActorSkipBoundsUpdate(AActor* Actor, bool bValue, bool bIncludeFromChildActors) | FinalNative+2 flags | | 0x0A |
| void SetActive(AActor* Actor, bool bActive, bool bWithChildrenComponents) | FinalNative+2 flags | | 0x0A |
| void SendHitDetected_K2(AActor* Actor, const FHitParameters& InHitParameters, const EChemicalElement& ProcessWithElement) | FinalNative+2 flags | | 0x141 |
| bool IsComponentSkippingBoundsUpdate(USceneComponent* Component) | FinalNative+2 flags | | 0x09 |
| bool IsActorInitialized(AActor* This) | FinalNative+2 flags | | 0x09 |
| bool IsActorBeginningPlayFromLevelStreaming(AActor* This) | FinalNative+2 flags | | 0x09 |
| bool IsActorBeginningPlay(AActor* This) | FinalNative+2 flags | | 0x09 |
| void InvokeActorFunction(AActor* InActor, const FName& InFunctionName) | FinalNative+2 flags | | 0x10 |
| bool HasActorBegunPlay(AActor* This) | FinalNative+2 flags | | 0x09 |
| EWeightType GetWeightType(float Weight, UDA_WeightTypes* WeightTypes) | FinalNative+2 flags | | 0x11 |
| AAHWheeledVehicle* GetPlayerWheeledVehicle() | FinalNative+2 flags | | 0x08 |
| UPlayerHUD* GetPlayerHUD() | FinalNative+2 flags | | 0x08 |
| AAHPlayerController* GetPlayerController() | FinalNative+2 flags | | 0x08 |
| AAHBaseCharacter* GetPlayerCharacter() | FinalNative+2 flags | | 0x08 |
| FVector GetPlayerCameraLocation() | FinalNative+2 flags | | 0x0C |
| FGameplayTagContainer GetObjectTags(UObject* Object) | FinalNative+2 flags | | 0x30 |
| int32 GetNumberOfEnemiesAroundPlayer(float Radius, bool bAggressiveOnly) | FinalNative+2 flags | | 0x0C |
| TArray<void> GetCharactersAroundLocation(const FVector& Location, float Radius) | FinalNative+2 flags | | 0x20 |
| FVector GetBoneOrSocketLocation(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneOrSocketName) | FinalNative+2 flags | | 0x1C |
| ABasePlayerController* GetBasePlayerController() | FinalNative+2 flags | | 0x08 |
| void GetActorTagsFast(AActor* Actor, FGameplayTagContainer& ActorTags) | FinalNative+2 flags | | 0x30 |
| FGameplayTagContainer GetActorTags(AActor* Actor) | FinalNative+2 flags | | 0x30 |
| FActorSelectionInfo CreateActorSelectionInfo(AActor* TargetActor, const FVector& InstigatorLocation, const FVector& InstigatorDirection) | FinalNative+2 flags | | 0x38 |
| bool CheckCapsuleSweepCollision(AActor* From, AActor* To, float CapsuleRadius, float CapsuleHalfHeight) | FinalNative+2 flags | | 0x19 |
| bool CanReachLocation2D(AAHAICharacter* AICharacter, const FVector& PathTargetLocation, uint8 PathQueryType, TSubclassOf<UNavigationQueryFilter> FilterClass, AAHBaseCharacter* TargetCharacter, bool bAsync, bool bProjectStartLocation, bool bProjectTargetLocation, const FVector& ProjectionExtent) | FinalNative+2 flags | | 0x39 |
| bool CanBeSeen(const FVector& ObserverLocation, const int32& NumberOfLoSChecksPerformed, const float& OutTotalTraceStrength, AAHBaseCharacter* ObservedCharacter, AActor* ObservingActor, AActor* ExtraIgnoredActor, const TArray<FGameplayTag>& OverrideTraceEntries, FGameplayTag& OutDynamicBehaviourGameplayTag) | FinalNative+2 flags | | 0x49 |
| void ActivatePrimitiveComponent(UPrimitiveComponent* CollisionSphere, bool bEnable) | FinalNative+2 flags | | 0x09 |