| bool TargetDataHasOrigin(FGameplayAbilityTargetDataHandle& TargetData, int32 Index) | FinalNative+2 flags | | 0x2D |
| bool TargetDataHasHitResult(FGameplayAbilityTargetDataHandle& HitResult, int32 Index) | FinalNative+2 flags | | 0x2D |
| bool TargetDataHasEndPoint(FGameplayAbilityTargetDataHandle& TargetData, int32 Index) | FinalNative+2 flags | | 0x2D |
| bool TargetDataHasActor(FGameplayAbilityTargetDataHandle& TargetData, int32 Index) | FinalNative+2 flags | | 0x2D |
| FGameplayEffectSpecHandle SetStackCountToMax(const FGameplayEffectSpecHandle& SpecHandle) | FinalNative+2 flags | | 0x20 |
| FGameplayEffectSpecHandle SetStackCount(const FGameplayEffectSpecHandle& SpecHandle, int32 StackCount) | FinalNative+2 flags | | 0x28 |
| FGameplayEffectSpecHandle SetDuration(const FGameplayEffectSpecHandle& SpecHandle, float Duration) | FinalNative+2 flags | | 0x28 |
| void SendGameplayEventToActor(AActor* Actor, const FGameplayTag& EventTag, const FGameplayEventData& Payload) | FinalNative+2 flags | | 0xD0 |
| bool NotEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB) | FinalNative+2 flags | | 0x71 |
| FGameplayEffectSpecHandle MakeSpecHandle(UGameplayEffect* InGameplayEffect, AActor* InInstigator, AActor* InEffectCauser, float InLevel) | FinalNative+2 flags | | 0x30 |
| FGameplayCueParameters MakeGameplayCueParameters(float NormalizedMagnitude, float RawMagnitude, const FGameplayEffectContextHandle& EffectContext, const FGameplayTag& MatchedTagName, const FGameplayTag& OriginalTag, const FGameplayTagContainer& AggregatedSourceTags, const FGameplayTagContainer& AggregatedTargetTags, const FVector& Location, const FVector& Normal, AActor* Instigator, AActor* EffectCauser, UObject* SourceObject, UPhysicalMaterial* PhysicalMaterial, int32 GameplayEffectLevel, int32 AbilityLevel, USceneComponent* TargetAttachComponent, bool bReplicateLocationWhenUsingMinimalRepProxy) | FinalNative+2 flags | | 0x1A0 |
| FGameplayTargetDataFilterHandle MakeFilterHandle(const FGameplayTargetDataFilter& Filter, AActor* FilterActor) | FinalNative+2 flags | | 0x38 |
| bool IsValid(const FGameplayAttribute& Attribute) | FinalNative+2 flags | | 0x39 |
| bool IsInstigatorLocallyControlledPlayer(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0xD1 |
| bool IsInstigatorLocallyControlled(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0xD1 |
| bool HasHitResult(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0xD1 |
| FTransform GetTargetDataOrigin(FGameplayAbilityTargetDataHandle& TargetData, int32 Index) | FinalNative+2 flags | | 0x60 |
| FTransform GetTargetDataEndPointTransform(FGameplayAbilityTargetDataHandle& TargetData, int32 Index) | FinalNative+2 flags | | 0x60 |
| FVector GetTargetDataEndPoint(FGameplayAbilityTargetDataHandle& TargetData, int32 Index) | FinalNative+2 flags | | 0x38 |
| FVector GetOrigin(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0xDC |
| float GetModifiedAttributeMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayAttribute& Attribute) | FinalNative+2 flags | | 0x4C |
| FTransform GetInstigatorTransform(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0x100 |
| AActor* GetInstigatorActor(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0xD8 |
| FHitResult GetHitResultFromTargetData(FGameplayAbilityTargetDataHandle& HitResult, int32 Index) | FinalNative+2 flags | | 0xB4 |
| FHitResult GetHitResult(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0x158 |
| bool GetGameplayCueEndLocationAndNormal(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Location, const FVector& Normal) | FinalNative+2 flags | | 0xF1 |
| bool GetGameplayCueDirection(AActor* TargetActor, const FGameplayCueParameters& Parameters, const FVector& Direction) | FinalNative+2 flags | | 0xE5 |
| float GetFloatAttributeFromAbilitySystemComponent(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute) | FinalNative+2 flags | | 0x48 |
| float GetFloatAttributeBaseFromAbilitySystemComponent(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute) | FinalNative+2 flags | | 0x48 |
| float GetFloatAttributeBase(AActor* Actor, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute) | FinalNative+2 flags | | 0x48 |
| float GetFloatAttribute(AActor* Actor, const FGameplayAttribute& Attribute, const bool& bSuccessfullyFoundAttribute) | FinalNative+2 flags | | 0x48 |
| FGameplayEffectContextHandle GetEffectContext(const FGameplayEffectSpecHandle& SpecHandle) | FinalNative+2 flags | | 0x28 |
| int32 GetDataCountFromTargetData(FGameplayAbilityTargetDataHandle& TargetData) | FinalNative+2 flags | | 0x2C |
| TArray<void> GetAllLinkedGameplayEffectSpecHandles(const FGameplayEffectSpecHandle& SpecHandle) | FinalNative+2 flags | | 0x20 |
| TArray<void> GetAllActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData) | FinalNative+2 flags | | 0x38 |
| TArray<void> GetActorsFromTargetData(FGameplayAbilityTargetDataHandle& TargetData, int32 Index) | FinalNative+2 flags | | 0x40 |
| int32 GetActorCount(const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0xD4 |
| AActor* GetActorByIndex(const FGameplayCueParameters& Parameters, int32 Index) | FinalNative+2 flags | | 0xE0 |
| float GetActiveGameplayEffectTotalDuration(const FActiveGameplayEffectHandle& ActiveHandle) | FinalNative+2 flags | | 0x0C |
| float GetActiveGameplayEffectStartTime(const FActiveGameplayEffectHandle& ActiveHandle) | FinalNative+2 flags | | 0x0C |
| int32 GetActiveGameplayEffectStackLimitCount(const FActiveGameplayEffectHandle& ActiveHandle) | FinalNative+2 flags | | 0x0C |
| int32 GetActiveGameplayEffectStackCount(const FActiveGameplayEffectHandle& ActiveHandle) | FinalNative+2 flags | | 0x0C |
| float GetActiveGameplayEffectRemainingDuration(UObject* WorldContextObject, const FActiveGameplayEffectHandle& ActiveHandle) | FinalNative+2 flags | | 0x14 |
| float GetActiveGameplayEffectExpectedEndTime(const FActiveGameplayEffectHandle& ActiveHandle) | FinalNative+2 flags | | 0x0C |
| FString GetActiveGameplayEffectDebugString(const FActiveGameplayEffectHandle& ActiveHandle) | FinalNative+2 flags | | 0x18 |
| UAbilitySystemComponent* GetAbilitySystemComponent(AActor* Actor) | FinalNative+2 flags | | 0x10 |
| void ForwardGameplayCueToTarget(const TScriptInterface<IGameplayCueInterface>& TargetCueInterface, uint8 EventType, const FGameplayCueParameters& Parameters) | FinalNative+2 flags | | 0xE8 |
| FGameplayAbilityTargetDataHandle FilterTargetData(FGameplayAbilityTargetDataHandle& TargetDataHandle, const FGameplayTargetDataFilterHandle& ActorFilterClass) | FinalNative+2 flags | | 0x60 |
| float EvaluateAttributeValueWithTagsAndBase(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, FGameplayTagContainer& SourceTags, FGameplayTagContainer& TargetTags, float BaseValue, const bool& bSuccess) | FinalNative+2 flags | | 0x9C |
| float EvaluateAttributeValueWithTags(UAbilitySystemComponent* AbilitySystem, const FGameplayAttribute& Attribute, FGameplayTagContainer& SourceTags, FGameplayTagContainer& TargetTags, const bool& bSuccess) | FinalNative+2 flags | | 0x98 |
| bool EqualEqual_GameplayAttributeGameplayAttribute(const FGameplayAttribute& AttributeA, const FGameplayAttribute& AttributeB) | FinalNative+2 flags | | 0x71 |
| void EffectContextSetOrigin(const FGameplayEffectContextHandle& EffectContext, const FVector& Origin) | FinalNative+2 flags | | 0x24 |
| bool EffectContextIsValid(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x19 |
| bool EffectContextIsInstigatorLocallyControlled(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x19 |
| bool EffectContextHasHitResult(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x19 |
| UObject* EffectContextGetSourceObject(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x20 |
| AActor* EffectContextGetOriginalInstigatorActor(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x20 |
| FVector EffectContextGetOrigin(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x24 |
| AActor* EffectContextGetInstigatorActor(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x20 |
| FHitResult EffectContextGetHitResult(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0xA0 |
| AActor* EffectContextGetEffectCauser(const FGameplayEffectContextHandle& EffectContext) | FinalNative+2 flags | | 0x20 |
| void EffectContextAddHitResult(const FGameplayEffectContextHandle& EffectContext, const FHitResult& HitResult, bool bReset) | FinalNative+2 flags | | 0xA1 |
| bool DoesTargetDataContainActor(FGameplayAbilityTargetDataHandle& TargetData, int32 Index, AActor* Actor) | FinalNative+2 flags | | 0x39 |
| bool DoesGameplayCueMeetTagRequirements(const FGameplayCueParameters& Parameters, FGameplayTagRequirements& SourceTagReqs, FGameplayTagRequirements& TargetTagReqs) | FinalNative+2 flags | | 0x171 |
| FGameplayEffectSpecHandle CloneSpecHandle(AActor* InNewInstigator, AActor* InEffectCauser, const FGameplayEffectSpecHandle& GameplayEffectSpecHandle_Clone) | FinalNative+2 flags | | 0x30 |
| void BreakGameplayCueParameters(FGameplayCueParameters& Parameters, const float& NormalizedMagnitude, const float& RawMagnitude, FGameplayEffectContextHandle& EffectContext, FGameplayTag& MatchedTagName, FGameplayTag& OriginalTag, FGameplayTagContainer& AggregatedSourceTags, FGameplayTagContainer& AggregatedTargetTags, const FVector& Location, const FVector& Normal, const AActor*& Instigator, const AActor*& EffectCauser, const UObject*& SourceObject, const UPhysicalMaterial*& PhysicalMaterial, const int32& GameplayEffectLevel, const int32& AbilityLevel, const USceneComponent*& TargetAttachComponent, const bool& bReplicateLocationWhenUsingMinimalRepProxy) | FinalNative+2 flags | | 0x199 |
| FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& DataTag, float Magnitude) | FinalNative+2 flags | | 0x30 |
| FGameplayEffectSpecHandle AssignSetByCallerMagnitude(const FGameplayEffectSpecHandle& SpecHandle, const FName& DataName, float Magnitude) | FinalNative+2 flags | | 0x30 |
| FGameplayAbilityTargetDataHandle AppendTargetDataHandle(const FGameplayAbilityTargetDataHandle& TargetHandle, FGameplayAbilityTargetDataHandle& HandleToAdd) | FinalNative+2 flags | | 0x78 |
| FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayEffectSpecHandle& LinkedGameplayEffectSpec) | FinalNative+2 flags | | 0x30 |
| FGameplayEffectSpecHandle AddLinkedGameplayEffect(const FGameplayEffectSpecHandle& SpecHandle, TSubclassOf<UGameplayEffect> LinkedGameplayEffect) | FinalNative+2 flags | | 0x28 |
| FGameplayEffectSpecHandle AddGrantedTags(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTagContainer& NewGameplayTags) | FinalNative+2 flags | | 0x48 |
| FGameplayEffectSpecHandle AddGrantedTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag) | FinalNative+2 flags | | 0x28 |
| FGameplayEffectSpecHandle AddAssetTags(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTagContainer& NewGameplayTags) | FinalNative+2 flags | | 0x48 |
| FGameplayEffectSpecHandle AddAssetTag(const FGameplayEffectSpecHandle& SpecHandle, const FGameplayTag& NewGameplayTag) | FinalNative+2 flags | | 0x28 |
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations(FGameplayAbilityTargetingLocationInfo& SourceLocation, FGameplayAbilityTargetingLocationInfo& TargetLocation) | FinalNative+2 flags | | 0x108 |
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult(FHitResult& HitResult) | FinalNative+2 flags | | 0xB0 |
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray(const TArray<bool>& ActorArray, bool OneTargetPerHandle) | FinalNative+2 flags | | 0x40 |
| FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor(AActor* Actor) | FinalNative+2 flags | | 0x30 |