| void UnlockSpecificCharacters(const TArray<APlayerCharacter*>& Characters, const ECharacterState& UnlockIf, const ECharacterState& UnlockTo) | FinalNative+2 flags | | 0x12 |
| void UnlockCharacters(UObject* WorldContextObject) | FinalNative+2 flags | | 0x08 |
| float TimeSince(UObject* WorldContextObject, float Time) | FinalNative+2 flags | | 0x10 |
| void SetScalarParameters(const FName& ParameterName, float Value, const TArray<UMaterialInstanceDynamic*>& Materials) | FinalNative+2 flags | | 0x20 |
| void PlayCueOnClient(APlayerController* Target, USoundCue* cue) | FinalNative+2 flags | | 0x10 |
| void PlayCueOnAll(UObject* WorldContextObject, USoundCue* cue) | FinalNative+2 flags | | 0x10 |
| float PingPong(float Time, float Length, bool normalize) | FinalNative+2 flags | | 0x10 |
| float MoveTowards(float Current, float End, float step) | FinalNative+2 flags | | 0x10 |
| void LockSpecificCharactersIfState(const TArray<APlayerCharacter*>& Characters, const ECharacterState& stateToLock) | FinalNative+2 flags | | 0x11 |
| void LockSpecificCharacters(const TArray<APlayerCharacter*>& Characters) | FinalNative+2 flags | | 0x10 |
| bool LockSpecificCharacterIfState(APlayerCharacter* Character, const ECharacterState& LockIf, const ECharacterState& LockTo) | FinalNative+2 flags | | 0x0B |
| void LockCharacters(UObject* WorldContextObject) | FinalNative+2 flags | | 0x08 |
| TSubclassOf<UWindowWidget> LoadWindowWidgetClass(const TSoftClassPtr<UWindowWidget>& WidgetClass) | FinalNative+2 flags | | 0x30 |
| TSubclassOf<UUserWidget> LoadWidgetClass(const TSoftClassPtr<UUserWidget>& WidgetClass) | FinalNative+2 flags | | 0x30 |
| TSubclassOf<UObject> LoadClass(const TSoftClassPtr<UObject>& softReference) | FinalNative+2 flags | | 0x30 |
| void KillActorWithEffects(AActor* Actor, USceneComponent* visualsToHide, USoundCue* deathSound, UFXSystemAsset* deathParticles, float particleScale, UPathfinderCollisionComponent* pathColliderToDisable) | FinalNative+2 flags | | 0x30 |
| bool IsWeakPoint(UFSDPhysicalMaterial* Material) | FinalNative+2 flags | | 0x09 |
| bool IsSingleplayer(UObject* WorldContextObject) | FinalNative+2 flags | | 0x09 |
| bool IsMovingPlatform(AActor* Actor) | FinalNative+2 flags | | 0x09 |
| bool IsInRangeOfLocalPlayer(AActor* toActor, float MinDistance, float MaxDistance) | FinalNative+2 flags | | 0x11 |
| bool IsCloseToLocalPlayer(AActor* toActor, float Distance) | FinalNative+2 flags | | 0x0D |
| int32 GetTotalHeroLevels(UObject* WorldContextObject, UPlayerCharacterID* characterID) | FinalNative+2 flags | | 0x14 |
| FGuid GetSaveGameIDFromCharacterID(UPlayerCharacterID* characterID) | FinalNative+2 flags | | 0x18 |
| FGuid GetSavegameID(TSubclassOf<UObject> objectClass) | FinalNative+2 flags | | 0x18 |
| TArray<APlayerCharacter*> GetPlayersInRange(UObject* WorldContextObject, const FVector& Origin, float Radius, bool MustBeAlive) | FinalNative+2 flags | | 0x30 |
| UItemID* GetItemID(TSubclassOf<AActor> itemClass) | FinalNative+2 flags | | 0x10 |
| float GetHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID) | FinalNative+2 flags | | 0x14 |
| FText GetHeroSwitchToMessage(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x20 |
| FString GetHeroSourceName(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x18 |
| float GetHeroProgress(UObject* WorldContextObject, UPlayerCharacterID* characterID) | FinalNative+2 flags | | 0x14 |
| FText GetHeroName(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x20 |
| int32 GetHeroLevel(UObject* WorldContextObject, UPlayerCharacterID* characterID) | FinalNative+2 flags | | 0x14 |
| UInventoryList* GetHeroInventoryList(UPlayerCharacterID* characterID) | FinalNative+2 flags | | 0x10 |
| FHeroInfo GetHeroInfo(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x90 |
| UTexture2D* GetHeroImageSmall(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x10 |
| UTexture2D* GetHeroImageFullSize(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x10 |
| UTexture2D* GetHeroImage(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x10 |
| FLinearColor GetHeroColor(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x18 |
| UActorComponent* GetComponentFromClass(TSubclassOf<AActor> Actor, TSubclassOf<UActorComponent> ComponentClass) | FinalNative+2 flags | | 0x18 |
| UActorComponent* GetComponentByClass(AActor* Actor, TSubclassOf<UActorComponent> ComponentClass) | FinalNative+2 flags | | 0x18 |
| UPlayerCharacterID* GetCharacterIDFromCharacter(APlayerCharacter* Character) | FinalNative+2 flags | | 0x10 |
| UPlayerCharacterID* GetCharacterID(TSubclassOf<APlayerCharacter> playerClass) | FinalNative+2 flags | | 0x10 |
| TArray<APlayerCharacter*> GetAllPlayerCharacters(UObject* WorldContext) | FinalNative+2 flags | | 0x18 |
| FVector GetActorTargetCenter(AActor* TargetActor) | FinalNative+2 flags | | 0x14 |
| void FSDRemoveBlendable(UPostProcessComponent* PostProcessComponent, const TScriptInterface<IBlendableInterface>& InBlendableObject) | FinalNative+2 flags | | 0x18 |
| void FSDRemoveAllWidgets(UObject* WorldContextObject) | FinalNative+2 flags | | 0x08 |
| void FSDDumpCallStack(const FString& Msg) | FinalNative+2 flags | | 0x10 |
| APlayerCharacter* FindNearestPlayerCharacter(UObject* WorldContextObject, const FVector& fromLocation, float MaxRadius, bool MustBeAlive, bool MustBeUnparalyzed, bool MustHaveLineOfSight) | FinalNative+2 flags | | 0x28 |
| FVector FindLatejoinDroppodLocation(AFSDGameMode* GameMode) | FinalNative+2 flags | | 0x14 |
| AActor* FindClosestEnemyFromLocation(const FVector& fromLocation, float range, bool LineOfSightCheck, UObject* WorldContextObject, const TArray<AActor*>& IgnoredActors, const FVector& Offset, bool onlyTargetable) | FinalNative+2 flags | | 0x48 |
| AActor* FindClosestEnemyFromActorWithSkipChance(AActor* FromActor, float range, float SkipChance, bool LineOfSightCheck, FGameplayTagQuery& tagQuery, const FVector& Offset) | FinalNative+2 flags | | 0x78 |
| AActor* FindClosestEnemyFromActor(AActor* FromActor, float range, bool LineOfSightCheck, FGameplayTagQuery& tagQuery, const FVector& Offset) | FinalNative+2 flags | | 0x70 |
| FVector FindCharacterTeleportLocation(UObject* WorldContextObject, const FVector& closeToLocation, float desiredDistance) | FinalNative+2 flags | | 0x24 |
| void FadeMaterials(UObject* WorldContextObject, const UMeshComponent*& Mesh, float Duration) | FinalNative+2 flags | | 0x14 |
| float EvaluateRuntimeCurve(UObject* WorldContextObject, FRuntimeFloatCurve& Curve, float Time) | FinalNative+2 flags | | 0x98 |
| void DissolveMaterials(UObject* WorldContextObject, const UMeshComponent*& Mesh, float Duration) | FinalNative+2 flags | | 0x14 |
| TArray<UMaterialInstanceDynamic*> CreateDynamicMaterialInstances(UMeshComponent* Mesh) | FinalNative+2 flags | | 0x18 |
| float AddHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID, float amount) | FinalNative+2 flags | | 0x18 |
| void AddEnemyKill(APlayerCharacter* Instigator, UEnemyComponent* EnemyComponent, AFSDGameState* GameState) | FinalNative+2 flags | | 0x18 |
| bool ActorMatchesTagQuery(FGameplayTagQuery& Query, AActor* InActor) | FinalNative+2 flags | | 0x51 |