| void SpawnEnemyGroupDescriptorWithCallbackSpreadOut(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const TArray<FVector>& Locations, bool Alert, const DeepPathFinderSize& pfSize, const FScriptDelegate& Callback) | FinalNative+2 flags | | 0x3C |
| void SpawnEnemyGroupDescriptorSpreadOut(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const TArray<FVector>& Locations, bool Alert, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x2A |
| void SpawnEnemyGroupDescriptor(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const FVector& Location, bool Alert, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x22 |
| void SpawnEnemiesFromPool(UObject* WorldContextObject, float Difficulty, const TArray<FVector>& Locations, const TArray<UEnemyDescriptor*>& BannedEnemies, bool Alert, bool isConstantPreassure) | FinalNative+2 flags | | 0x32 |
| void SpawnEnemiesAtLocationWithCallback(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, const FVector& Location, const FScriptDelegate& Callback, bool Alert, bool scaleToDifficulty, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x33 |
| void SpawnEnemiesAtLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, const FVector& Location, bool Alert, bool scaleToDifficulty, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x23 |
| void SpawnEnemiesAtEachLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, const TArray<FVector>& Locations, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x21 |
| TArray<FVector> GetSpawnPointsInRange(UObject* WorldContextObject, float distanceToPlayers, int32 spawnPointCount, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x28 |
| TArray<FVector> GetSpawnPointsInCircle(UObject* WorldContextObject, const FVector& Location, float Radius, int32 Count, bool scaleToDificulty, float maxSpawnAngle, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x38 |
| TArray<FVector> GetSpawnPointsFromLocation(UObject* WorldContextObject, const FVector& Location, float Distance, int32 spawnPointCount, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x30 |
| TArray<FVector> GetSpawnPointsAroundLocation(UObject* WorldContextObject, const FVector& Location, float Distance, int32 spawnPointCount, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x30 |
| FVector GetSpawnPointInRange(UObject* WorldContextObject, float distanceToPlayers, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x1C |
| FVector GetSpawnPointFromLocation(UObject* WorldContextObject, const FVector& Location, float Distance, const DeepPathFinderSize& pfSize) | FinalNative+2 flags | | 0x28 |