| void SetPrettyName(AActor* Actor, const FString& NewName) | FinalNative+2 flags | | 0x18 |
| bool IsInEditor() | FinalNative+2 flags | | 0x01 |
| bool IsEditorBuild() | FinalNative+2 flags | | 0x01 |
| bool HasBegunPlay(AActor* Actor) | FinalNative+2 flags | | 0x09 |
| FString GetPrettyName(AActor* Actor) | FinalNative+2 flags | | 0x18 |
| TArray<UAssetUserData*> GetAssetUserDataArrayFromMeshComp(UStaticMeshComponent* inStaticMeshComponent, TSubclassOf<UAssetUserData> InUserDataClass) | FinalNative+2 flags | | 0x20 |
| TArray<UAssetUserData*> GetAssetUserDataArray(UObject* InObject, TSubclassOf<UAssetUserData> InUserDataClass) | FinalNative+2 flags | | 0x20 |
| int32 CountExactMatchingTags(const TArray<FGameplayTag>& GameplayTags, const FGameplayTag& targetTag, const EBlueprintTagMatchSwitch& outBranches) | FinalNative+2 flags | | 0x20 |
| bool Class_IsDeprecated(TSubclassOf<UObject> InClass) | FinalNative+2 flags | | 0x09 |