| void GetOpositeColor(const FLinearColor& In Color, UObject* __WorldContext, const FLinearColor& Oposite Color) | StaticPublic | | 0x28 |
| void Quality(const Quality& QualityLevel, UObject* __WorldContext) | StaticPublic | | 0x10 |
| void GetAllActorsInRadius(AActor* Origin, float Radius, TSubclassOf<AActor> Class, UObject* __WorldContext, const TArray<AActor*>& ActorsInRange) | StaticPublic | | 0x30 |
| void GetClosestActorWithTag(AActor* SelfActor, const FName& Tag, UObject* __WorldContext, const AActor*& Target, const FVector& Location, const float& Distance, const bool& IsValid, const bool& NoneFound) | StaticPublic | | 0x32 |
| void DestroyAllActorsOfClass(TSubclassOf<AActor> NewParam, UObject* __WorldContext) | StaticPublic | | 0x10 |
| void HAPTICS(const EControllerHand& SIDE, UHapticFeedbackEffect_Curve* Efekt, float Scale, UObject* __WorldContext) | StaticPublic | | 0x20 |
| void TakeScreenshot(UObject* __WorldContext) | StaticPublic | | 0x08 |
| void Open Map(const FName& Map, UObject* __WorldContext) | StaticPublic | | 0x10 |
| void GetCurrentTimeString(UObject* __WorldContext, FText& NowTimeString) | StaticPublic | | 0x20 |
| void GetRandomActorOfClass(TSubclassOf<AActor> Class, UObject* __WorldContext, const AActor*& RandomActor) | StaticPublic | | 0x18 |
| void LOAD(const FString& VariableName, UObject* __WorldContext, const FString& Value) | StaticPublic | | 0x28 |
| void SAVE(const FString& VariableName, const FText& Value, UObject* __WorldContext) | StaticPublic | | 0x30 |
| void CountAllActorsOfClass(TSubclassOf<AActor> Class, UObject* __WorldContext, const int32& Count) | StaticPublic | | 0x14 |
| void GetClosestActorOfClass(AActor* SelfActor, TSubclassOf<AActor> Class, const FName& IgnoreTag, UObject* __WorldContext, const AActor*& Target, const FVector& Location, const float& Distance, const bool& IsValid, const bool& NoneFound) | StaticPublic | | 0x3A |
| void AngleBetweenVectors(const FVector& A, const FVector& B, UObject* __WorldContext, const float& Angle) | StaticPublic | | 0x24 |
| void ValidatePath(AActor* SelfActor, AActor* TargetActor, float Acceptance, UObject* __WorldContext, const bool& IsValidPath) | StaticPublic | | 0x21 |
| void TryGetAllActors(TSubclassOf<AActor> NewParam, UObject* __WorldContext, const TArray<AActor*>& Actors) | StaticPublic | | 0x20 |
| void GetTeleportDestination(USceneComponent* ForwardArrow, UObject* __WorldContext, const FVector& Location, const FRotator& Rotation) | StaticPublic | | 0x28 |