| void SetAICanSense(bool canSense) | FinalNative+2 flags | | 0x01 |
| int32 MakeEnemiesFleeFromArea(UObject* WorldContextObject, const FVector& Center, float Radius, int32 maxEnemiesAffected) | FinalNative+2 flags | | 0x20 |
| void MakeEnemiesBackOutOfArea(UObject* WorldContextObject, const FVector& Center, float Radius) | FinalNative+2 flags | | 0x18 |
| bool IsEnemyAlertet(APawn* enemy) | FinalNative+2 flags | | 0x09 |
| APlayerCharacter* GetPlayerTarget(AActor* from, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) | FinalNative+2 flags | | 0x28 |
| bool GetAttackableTargetsInRange(AActor* from, const TArray<UAttackerPositioningComponent*>& outArray, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) | FinalNative+2 flags | | 0x2A |
| UAttackerPositioningComponent* GetAttackableTarget(AActor* from, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) | FinalNative+2 flags | | 0x28 |
| APlayerCharacter* ConsiderChangingTarget_WithLineOfSight(APlayerCharacter* CurrentTarget, AActor* from, float MaxDistance, const FName& TraceSocketName, bool MustBeAlive, bool MustBeUnparalyzed, bool CurrentTargetMustBeAlive, bool IsFlying) | FinalNative+2 flags | | 0x28 |
| APlayerCharacter* ConsiderChangingTarget(APlayerCharacter* CurrentTarget, AActor* from, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool CurrentTargetMustBeAlive, bool IsFlying) | FinalNative+2 flags | | 0x20 |
| void AlertEnemy(APawn* enemy) | FinalNative+2 flags | | 0x08 |
| void AlertEnemiesInRange(UObject* WorldContextObject, const FVector& Origin, float range, APawn* alerter) | FinalNative+2 flags | | 0x20 |