| bool WeaponCanAttack() | FinalNative+1 flags | | 0x01 |
| void TickAction(const EActionInput& Input, const EPeriodicActionOutput& Output, const FLatentActionInfo& LatentInfo, float Interval) | FinalNative+1 flags | | 0x24 |
| void SubscribeOnRageChangedEvent(const EActionInput& Input) | FinalNative+1 flags | | 0x01 |
| void SubscribeOnHealthChangedEvent(const EActionInput& Input) | FinalNative+1 flags | | 0x01 |
| void SpawnAttackWave(TSubclassOf<AAttackWave> AttackWaveTemplate, UDA_SpecialHitSettings* HitSettings, const FVector& AttackLocation, const FVector& AttackDirection) | FinalNative+1 flags | | 0x28 |
| void ShootAction() | FinalNative+1 flags | | 0x00 |
| void SetWeaponCharge(float Value) | FinalNative+1 flags | | 0x04 |
| void SetMovementBlocked(bool bBlocked) | FinalNative+1 flags | | 0x01 |
| void SetCustomDepthForCharactersInFront(bool bApply, int32 StencilValue) | FinalNative+1 flags | | 0x08 |
| void SetCurrentAttackActionTag(const FGameplayTag& InActionTag) | FinalNative+1 flags | | 0x08 |
| void SetCanApplyDamageMultipleTime(bool Value, float DeltaTime) | FinalNative+1 flags | | 0x08 |
| void PropagateAttackWave(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, const FVector& StartLocation, const FVector& EndLocation, const FGameplayTagContainer& DamageTypesOverride, const TArray<float>& ActorsToIgnore, float Duration, float Damage, float Impulse, float MinRadius, float MaxRadius, bool bDrawDebug) | FinalNative+1 flags | | 0x85 |
| void PlayPairedMontageAction(const EPlayMontageActionInput& Input, const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo, const TSoftObjectPtr<UAnimMontage>& CharacterMontage, const TSoftObjectPtr<UAnimMontage>& WeaponMontage) | FinalNative+1 flags | | 0x70 |
| void PerforateSkin(AAHAICharacter* AICharacter, const EVisualDamageShapeType& Type, const EBulletMaterialDamageType& MaterialImpact, const FVector& Point, float Radius, float Power, float FlameHeight) | FinalNative+1 flags | | 0x24 |
| void OverrideHitFromDirection(FHitParameters& HitParams, const FVector& NewNormalInPlayerSpace) | FinalNative+1 flags | | 0x144 |
| void OverrideDamageType(FHitParameters& InHitParameters, const FGameplayTag& DamageTypeOverrideTag) | FinalNative+1 flags | | 0x140 |
| void OnRageChangedEvent(const float& Change, const float& CurrentValue, const float& RageChangeNormalized) | EventPublic | | 0x0C |
| void OnMeleeCollisionsDeactivate() | EventPublic | | 0x00 |
| bool OnImpact(FHitResult& InHitResult, AAHBullet* Bullet) | EventPublic | | 0x91 |
| bool OnHitHandled(AAHBaseCharacter* VictimCharacter, FHitParameters& InHitParameters, AActor* HitApplier) | EventPublic | | 0x149 |
| void OnHealthChangedEvent(const float& Change, const float& CurrentValue, const float& HealthChangeNormalized) | EventPublic | | 0x0C |
| void OnEnemyKilled(AAHBaseCharacter* DiedCharacter, FHitParameters& LastHitParams) | EventPublic | | 0x140 |
| void LoopTraceFromCamera(const EActionInput& Input, const EPeriodicActionOutput& Output, const FLatentActionInfo& LatentInfo, float Interval, float TraceDistance, float ConeAngle, uint8 TraceChannel, const bool& Hit, const AAHBaseCharacter*& Target, const FName& Bone, bool bDrawDebug) | FinalNative+1 flags | | 0x41 |
| void LineTraceFromCamera(float TraceDistance, uint8 TraceChannel, const bool& Hit, const AAHBaseCharacter*& Target, const FName& Bone, bool bDrawDebug, float DrawDebugTime) | FinalNative+1 flags | | 0x20 |
| void K2_OnWeaponUnequipped() | EventPublic | | 0x00 |
| void K2_OnWeaponStartEquipping() | EventPublic | | 0x00 |
| void K2_OnWeaponEquipped() | EventPublic | | 0x00 |
| void K2_OnWeaponEndPlay() | EventPublic | | 0x00 |
| void K2_OnUpgradeUninstalled(FGameplayTag& InstalledUpgradeID) | EventPublic | | 0x08 |
| void K2_OnUpgradeInstalled(FGameplayTag& InstalledUpgradeID) | EventPublic | | 0x08 |
| void K2_OnSpecialSkillActivated() | EventPublic | | 0x00 |
| void K2_OnShotFired(const TArray<void>& SpawnedBullets) | EventPublic | | 0x10 |
| void K2_OnSecondaryActionRepeating(float Value) | EventPublic | | 0x04 |
| void K2_OnSecondaryActionReleased(float Value) | EventPublic | | 0x04 |
| void K2_OnSecondaryActionPressed(float Value) | EventPublic | | 0x04 |
| void K2_OnReloadEnd() | EventPublic | | 0x00 |
| void K2_OnPrimaryActionRepeating(float Value) | EventPublic | | 0x04 |
| void K2_OnPrimaryActionReleased(float Value) | EventPublic | | 0x04 |
| void K2_OnPrimaryActionPressed(float Value) | EventPublic | | 0x04 |
| void K2_OnInitialized() | EventPublic | | 0x00 |
| void K2_OnAttackAbilityCancelled() | EventPublic | | 0x00 |
| void K2_On_R_Pressed() | EventPublic | | 0x00 |
| void K2_On_Q_Pressed() | EventPublic | | 0x00 |
| void K2_On_E_Pressed() | EventPublic | | 0x00 |
| void JumpToTarget(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, AAHBaseCharacter* JumpTarget, const TSoftObjectPtr<UCurveFloat>& AngleCurve, const TSoftObjectPtr<UCurveFloat>& ImpulseCurve, float NoTargetJumpDistance, float JumpOffset, float SmoothRotationSpeed) | FinalNative+1 flags | | 0x84 |
| bool IsCurrentTag(const FGameplayTag& InActionTag) | FinalNative+1 flags | | 0x09 |
| bool IsAttackAbilityActive() | FinalNative+1 flags | | 0x01 |
| void IncreaseDamageForRobots(FHitParameters& InHitParameters, AAHBaseCharacter* VictimCharacter, float DamageIncrease, float DamageMultiplier) | FinalNative+1 flags | | 0x148 |
| void IncreaseDamageForOrganics(FHitParameters& InHitParameters, AAHBaseCharacter* VictimCharacter, float DamageIncrease, float DamageMultiplier) | FinalNative+1 flags | | 0x148 |
| void IncreaseDamage(FHitParameters& InHitParameters, float DamageIncrease, float DamageMultiplier) | FinalNative+1 flags | | 0x140 |
| bool GetWeaponHasUpgrade(const FGameplayTag& UpgradeID) | FinalNative+1 flags | | 0x09 |
| EWeaponActionType GetWeaponActionType() | FinalNative+1 flags | | 0x01 |
| AAHPlayerCharacter* GetPlayerCharacter() | FinalNative+1 flags | | 0x08 |
| bool GetIsSecondaryActionPressed() | FinalNative+1 flags | | 0x01 |
| bool GetIsPrimaryActionPressed() | FinalNative+1 flags | | 0x01 |
| ABaseWeapon* GetCurrentWeapon() | FinalNative+1 flags | | 0x08 |
| FGameplayTag GetCurrentAttackActionTag() | FinalNative+1 flags | | 0x08 |
| void ForceFinishWeaponAttackAction() | FinalNative+1 flags | | 0x00 |
| void FinishWeaponAttackAction() | FinalNative+1 flags | | 0x00 |
| void ExecuteAnimNotifierActions(const TArray<void>& Indexes) | EventPublic | | 0x10 |
| void EndAnimNotifierActions(const TArray<void>& Indexes) | EventPublic | | 0x10 |
| void ConeTraceFromCamera(float TraceDistance, float ConeAngle, uint8 TraceChannel, const TArray<bool>& Targets, bool bDrawDebug, float DrawDebugTime) | FinalNative+1 flags | | 0x28 |
| void ChangeControllerSensitivity(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo, float NewSensitivity) | FinalNative+1 flags | | 0x24 |
| void CameraPitchRestriction(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo, float MinAngle, float MaxAngle, float SoftOffset, float CorrectionSpeed, float BlendTime) | FinalNative+1 flags | | 0x34 |
| bool AreLeftHandedAbilitiesActive() | FinalNative+1 flags | | 0x01 |
| void ApplyWeaponPropertyModifiers(const EActionInput& Input, const EDefaultOutput& Output, const TArray<FGameplayTag>& PropertyChanges, const FGameplayTag& ChangesID, const FLatentActionInfo& LatentInfo) | FinalNative+1 flags | | 0x38 |
| void ApplyTimeDilationForPeriod(const EActionOutput& Output, const FLatentActionInfo& LatentInfo, AAHBaseCharacter* VictimCharacter, float Duration, float TimeDilationAlpha, float BlendInTime, float BlendOutTime, const EOscillationBlend& BlendInType, const EOscillationBlend& BlendOutType) | FinalNative+1 flags | | 0x3A |
| void ApplyLeftHandedAbilitiesProhibition(const EActionInput& Input, const EDefaultOutput& Output, const FLatentActionInfo& LatentInfo) | FinalNative+1 flags | | 0x20 |
| FActiveGameplayEffectHandle ApplyGameplayEffectToOwner(TSubclassOf<UGameplayEffect> EffectToApply) | FinalNative+1 flags | | 0x10 |
| void AimAction(const EActionInput& Input, const EAimActionOutput& Output, const FLatentActionInfo& LatentInfo) | FinalNative+1 flags | | 0x20 |
| void ActivateWeaponChargeActionAction(const EActionInput& Input, const EChargeActionOutput& Output, const FLatentActionInfo& LatentInfo, TSubclassOf<UGameplayEffect> ChangeRageOT, const EEquipableItemProperty& RagePenaltyProperty, const float& ResultCharge) | FinalNative+1 flags | | 0x30 |
| bool ActivateWeaponAttackAbilityAction() | FinalNative+1 flags | | 0x01 |
| void ActivateAttackRateTimerAction(const EActionInput& Input, const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo) | FinalNative+1 flags | | 0x20 |