| bool TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation) | FinalNative+1 flags | | 0x0A |
| bool TryActivateAbilitiesByTag(FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation) | FinalNative+1 flags | | 0x2A |
| void TargetConfirm() | NativePublic | | 0x00 |
| void TargetCancel() | NativePublic | | 0x00 |
| void SetUserAbilityActivationInhibited(bool NewInhibit) | NativePublic | | 0x01 |
| void SetActiveGameplayEffectLevelUsingQuery(const FGameplayEffectQuery& Query, int32 NewLevel) | NativePublic | | 0x154 |
| void SetActiveGameplayEffectLevel(const FActiveGameplayEffectHandle& ActiveHandle, int32 NewLevel) | NativePublic | | 0x0C |
| void ServerTryActivateAbilityWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData) | NativeEvent+1 flags | | 0xD8 |
| void ServerTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x18 |
| void ServerSetReplicatedTargetDataCancelled(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey) | NativeEvent+1 flags | | 0x28 |
| void ServerSetReplicatedTargetData(const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, const FGameplayTag& ApplicationTag, const FPredictionKey& CurrentPredictionKey) | NativeEvent+1 flags | | 0x58 |
| void ServerSetReplicatedEventWithPayload(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey, const FVector_NetQuantize100& VectorPayload) | NativeEvent+1 flags | | 0x34 |
| void ServerSetReplicatedEvent(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey, const FPredictionKey& CurrentPredictionKey) | NativeEvent+1 flags | | 0x28 |
| void ServerSetInputReleased(const FGameplayAbilitySpecHandle& AbilityHandle) | NativeEvent+1 flags | | 0x04 |
| void ServerSetInputPressed(const FGameplayAbilitySpecHandle& AbilityHandle) | NativeEvent+1 flags | | 0x04 |
| void ServerPrintDebug_RequestWithStrings(const TArray<void>& Strings) | NativeEvent+1 flags | | 0x10 |
| void ServerPrintDebug_Request() | NativeEvent+1 flags | | 0x00 |
| void ServerEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x30 |
| void ServerCurrentMontageSetPlayRate(UAnimMontage* ClientAnimMontage, float InPlayRate) | NativeEvent+1 flags | | 0x0C |
| void ServerCurrentMontageSetNextSectionName(UAnimMontage* ClientAnimMontage, float ClientPosition, const FName& SectionName, const FName& NextSectionName) | NativeEvent+1 flags | | 0x1C |
| void ServerCurrentMontageJumpToSectionName(UAnimMontage* ClientAnimMontage, const FName& SectionName) | NativeEvent+1 flags | | 0x10 |
| void ServerCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo) | NativeEvent+1 flags | | 0x20 |
| void ServerAbilityRPCBatch(const FServerAbilityRPCBatch& BatchInfo) | NativeEvent+1 flags | | 0x48 |
| void RemoveActiveGameplayEffectBySourceEffect(TSubclassOf<UGameplayEffect> GameplayEffect, UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove) | NativePublic | | 0x14 |
| bool RemoveActiveGameplayEffect(const FActiveGameplayEffectHandle& Handle, int32 StacksToRemove) | NativePublic | | 0x0D |
| int32 RemoveActiveEffectsWithTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x2C |
| int32 RemoveActiveEffectsWithSourceTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x2C |
| int32 RemoveActiveEffectsWithGrantedTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x2C |
| int32 RemoveActiveEffectsWithAppliedTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x2C |
| void OnRep_ServerDebugString() | NativePublic | | 0x00 |
| void OnRep_ReplicatedAnimMontage() | NativeProtected | | 0x00 |
| void OnRep_OwningActor() | FinalNative+1 flags | | 0x00 |
| void OnRep_ClientDebugString() | NativePublic | | 0x00 |
| void OnRep_ActivateAbilities() | NativeProtected | | 0x00 |
| void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0x108 |
| void NetMulticast_InvokeGameplayCuesExecuted(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext) | NativeEvent+1 flags | | 0x50 |
| void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const FGameplayTagContainer& GameplayCueTags, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0x108 |
| void NetMulticast_InvokeGameplayCueExecuted_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0xE8 |
| void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x98 |
| void NetMulticast_InvokeGameplayCueExecuted(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext) | NativeEvent+1 flags | | 0x30 |
| void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& GameplayCueParameters) | NativeEvent+1 flags | | 0xE8 |
| void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const FGameplayEffectSpecForRPC& Spec, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x98 |
| void NetMulticast_InvokeGameplayCueAdded_WithParams(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& Parameters) | NativeEvent+1 flags | | 0xE8 |
| void NetMulticast_InvokeGameplayCueAdded(const FGameplayTag& GameplayCueTag, const FPredictionKey& PredictionKey, const FGameplayEffectContextHandle& EffectContext) | NativeEvent+1 flags | | 0x30 |
| FGameplayEffectSpecHandle MakeOutgoingSpec(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& Context) | NativePublic | | 0x38 |
| FGameplayEffectContextHandle MakeEffectContext() | NativePublic | | 0x18 |
| void K2_InitStats(TSubclassOf<UAttributeSet> Attributes, UDataTable* DataTable) | FinalNative+1 flags | | 0x10 |
| bool IsGameplayCueActive(const FGameplayTag& GameplayCueTag) | FinalNative+1 flags | | 0x09 |
| bool GetUserAbilityActivationInhibited() | FinalNative+1 flags | | 0x01 |
| float GetGameplayEffectMagnitude(const FActiveGameplayEffectHandle& Handle, const FGameplayAttribute& Attribute) | FinalNative+1 flags | | 0x44 |
| int32 GetGameplayEffectCount(TSubclassOf<UGameplayEffect> SourceGameplayEffect, UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck) | FinalNative+1 flags | | 0x18 |
| TArray<void> GetActiveEffectsWithAllTags(const FGameplayTagContainer& Tags) | FinalNative+1 flags | | 0x38 |
| TArray<void> GetActiveEffects(FGameplayEffectQuery& Query) | FinalNative+1 flags | | 0x160 |
| void ClientTryActivateAbility(const FGameplayAbilitySpecHandle& AbilityToActivate) | NativeEvent+1 flags | | 0x04 |
| void ClientSetReplicatedEvent(uint8 EventType, const FGameplayAbilitySpecHandle& AbilityHandle, const FPredictionKey& AbilityOriginalPredictionKey) | NativeEvent+1 flags | | 0x18 |
| void ClientPrintDebug_Response(const TArray<int32>& Strings, int32 GameFlags) | NativeEvent+1 flags | | 0x14 |
| void ClientEndAbility(const FGameplayAbilitySpecHandle& AbilityToEnd, const FGameplayAbilityActivationInfo& ActivationInfo) | NativeEvent+1 flags | | 0x20 |
| void ClientCancelAbility(const FGameplayAbilitySpecHandle& AbilityToCancel, const FGameplayAbilityActivationInfo& ActivationInfo) | NativeEvent+1 flags | | 0x20 |
| void ClientActivateAbilitySucceedWithEventData(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey, const FGameplayEventData& TriggerEventData) | NativeEvent+1 flags | | 0xD8 |
| void ClientActivateAbilitySucceed(const FGameplayAbilitySpecHandle& AbilityToActivate, const FPredictionKey& PredictionKey) | NativeEvent+1 flags | | 0x18 |
| void ClientActivateAbilityFailed(const FGameplayAbilitySpecHandle& AbilityToActivate, int16 PredictionKey) | NativeEvent+1 flags | | 0x06 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(TSubclassOf<UGameplayEffect> GameplayEffectClass, UAbilitySystemComponent* Target, float Level, const FGameplayEffectContextHandle& Context) | FinalNative+1 flags | | 0x38 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext) | FinalNative+1 flags | | 0x30 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle& SpecHandle, UAbilitySystemComponent* Target) | FinalNative+1 flags | | 0x20 |
| FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(FGameplayEffectSpecHandle& SpecHandle) | FinalNative+1 flags | | 0x18 |
| void AbilityConfirmOrCancel__DelegateSignature() | Public | | 0x00 |
| void AbilityAbilityKey__DelegateSignature(int32 InputID) | Public | | 0x04 |