| void SetPhysicalMaterialOnHit(UFSDPhysicalMaterial* PhysMat, FHitResult& Hit) | FinalNative+2 flags | | 0x90 |
| bool IsGibbedDeath(const TArray<UDamageTag*>& Tags) | FinalNative+2 flags | | 0x11 |
| bool IsExplosiveDeath(UObject* WorldContext, UPawnStatsComponent* PawnStats, const TArray<UDamageTag*>& Tags) | FinalNative+2 flags | | 0x21 |
| bool IsCorrosiveDeath(UDamageClass* DamageClass, const TArray<UDamageTag*>& Tags) | FinalNative+2 flags | | 0x19 |
| bool IsCookedDeath(const TArray<UDamageTag*>& Tags) | FinalNative+2 flags | | 0x11 |
| bool IsBurnDeath(UDamageClass* DamageClass, const TArray<UDamageTag*>& Tags) | FinalNative+2 flags | | 0x19 |
| FVector GetForceFromDamageImpulse(const AActor*& Target, FDamageData& DamageData) | FinalNative+2 flags | | 0x6C |
| UDamageImpulse* GetDamageImpulse(FDamageData& DamageData) | FinalNative+2 flags | | 0x60 |
| int32 FindClosestBoneIndex(const USkeletalMeshComponent*& Mesh, const FVector& Location, ULimbDismembermentList* dismembermentList, float MaxDistance) | FinalNative+2 flags | | 0x28 |
| FName FindClosestBone(const USkeletalMeshComponent*& Mesh, const FVector& Location, ULimbDismembermentList* dismembermentList, float MaxDistance) | FinalNative+2 flags | | 0x2C |