| USchematic* TryGivePendingReward(UObject* WorldContextObject) | FinalNative+2 flags | | 0x10 |
| void StorePendingReward(UObject* WorldContextObject, const TArray<USchematic*>& schematicsToChooseFrom) | FinalNative+2 flags | | 0x18 |
| void SpawnEventRewardFrame(UObject* WorldContextObject, const FVector& Location) | FinalNative+2 flags | | 0x14 |
| bool HasPendingReward(UObject* WorldContextObject) | FinalNative+2 flags | | 0x09 |
| TArray<USchematic*> GetSpecialEventsRewardSchematics(UObject* WorldContextObject) | FinalNative+2 flags | | 0x18 |
| USchematic* FindRandomSchematicForCharacter(UObject* WorldContextObject, UPlayerCharacterID* characterID, const ESchematicType& SchematicType) | FinalNative+2 flags | | 0x20 |
| void ClearPendingReward(UObject* WorldContextObject) | FinalNative+2 flags | | 0x08 |