| void UpdateTargetCaches(float DeltaTime) | FinalNative+1 flags | | 0x04 |
| void UpdateControls(float DeltaTime) | FinalNative+1 flags | | 0x04 |
| bool SetControlUseSkeletalAnimation(const FName& Name, bool bUseSkeletalAnimation, float SkeletalAnimationVelocityMultiplier) | FinalNative+1 flags | | 0x11 |
| void SetControlTargetsInSet(const FName& Set, const FPhysicsControlTarget& ControlTarget, bool bEnableControl) | FinalNative+1 flags | | 0x71 |
| void SetControlTargets(const TArray<FName>& Names, const FPhysicsControlTarget& ControlTarget, bool bEnableControl) | FinalNative+1 flags | | 0x79 |
| void SetControlTargetPositionsInSet(const FName& SetName, const FVector& Position, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x26 |
| bool SetControlTargetPositionsFromArray(const TArray<FName>& Names, const TArray<FVector>& Positions, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x27 |
| void SetControlTargetPositionsAndOrientationsInSet(const FName& SetName, const FVector& Position, const FRotator& Orientation, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x3E |
| bool SetControlTargetPositionsAndOrientationsFromArray(const TArray<FName>& Names, const TArray<FVector>& Positions, const TArray<FRotator>& Orientations, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x37 |
| void SetControlTargetPositionsAndOrientations(const TArray<FName>& Names, const FVector& Position, const FRotator& Orientation, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x46 |
| void SetControlTargetPositions(const TArray<FName>& Names, const FVector& Position, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x2E |
| bool SetControlTargetPositionAndOrientation(const FName& Name, const FVector& Position, const FRotator& Orientation, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x3F |
| bool SetControlTargetPosition(const FName& Name, const FVector& Position, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x27 |
| bool SetControlTargetPoses(const FName& Name, const FVector& ParentPosition, const FRotator& ParentOrientation, const FVector& ChildPosition, const FRotator& ChildOrientation, float VelocityDeltaTime, bool bEnableControl) | FinalNative+1 flags | | 0x6E |
| void SetControlTargetOrientationsInSet(const FName& SetName, const FRotator& Orientation, float AngularVelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x26 |
| bool SetControlTargetOrientationsFromArray(const TArray<FName>& Names, const TArray<FRotator>& Orientations, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x27 |
| void SetControlTargetOrientations(const TArray<FName>& Names, const FRotator& Orientation, float AngularVelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x2E |
| bool SetControlTargetOrientation(const FName& Name, const FRotator& Orientation, float AngularVelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget) | FinalNative+1 flags | | 0x27 |
| bool SetControlTarget(const FName& Name, const FPhysicsControlTarget& ControlTarget, bool bEnableControl) | FinalNative+1 flags | | 0x72 |
| void SetControlsUseSkeletalAnimation(const TArray<FName>& Names, bool bUseSkeletalAnimation, float SkeletalAnimationVelocityMultiplier) | FinalNative+1 flags | | 0x18 |
| void SetControlSparseMultipliersInSet(const FName& Set, const FPhysicsControlSparseMultiplier& ControlMultiplier, bool bEnableControl) | FinalNative+1 flags | | 0x81 |
| void SetControlSparseMultipliers(const TArray<FName>& Names, const FPhysicsControlSparseMultiplier& ControlMultiplier, bool bEnableControl) | FinalNative+1 flags | | 0x89 |
| bool SetControlSparseMultiplier(const FName& Name, const FPhysicsControlSparseMultiplier& ControlMultiplier, bool bEnableControl) | FinalNative+1 flags | | 0x82 |
| void SetControlSparseDatasInSet(const FName& Set, const FPhysicsControlSparseData& ControlData) | FinalNative+1 flags | | 0x58 |
| void SetControlSparseDatas(const TArray<FName>& Names, const FPhysicsControlSparseData& ControlData) | FinalNative+1 flags | | 0x60 |
| bool SetControlSparseData(const FName& Name, const FPhysicsControlSparseData& ControlData) | FinalNative+1 flags | | 0x59 |
| void SetControlsInSetUseSkeletalAnimation(const FName& Set, bool bUseSkeletalAnimation, float SkeletalAnimationVelocityMultiplier) | FinalNative+1 flags | | 0x10 |
| void SetControlsInSetEnabled(const FName& Set, bool bEnable) | FinalNative+1 flags | | 0x09 |
| void SetControlsInSetDisableCollision(const FName& Set, bool bDisableCollision) | FinalNative+1 flags | | 0x09 |
| void SetControlsEnabled(const TArray<FName>& Names, bool bEnable) | FinalNative+1 flags | | 0x11 |
| void SetControlsDisableCollision(const TArray<FName>& Names, bool bDisableCollision) | FinalNative+1 flags | | 0x11 |
| bool SetControlPoint(const FName& Name, const FVector& Position) | FinalNative+1 flags | | 0x21 |
| void SetControlParentsInSet(const FName& Set, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName) | FinalNative+1 flags | | 0x18 |
| void SetControlParents(const TArray<FName>& Names, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName) | FinalNative+1 flags | | 0x20 |
| bool SetControlParent(const FName& Name, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName) | FinalNative+1 flags | | 0x19 |
| void SetControlMultipliersInSet(const FName& Set, const FPhysicsControlMultiplier& ControlMultiplier, bool bEnableControl) | FinalNative+1 flags | | 0x79 |
| void SetControlMultipliers(const TArray<FName>& Names, const FPhysicsControlMultiplier& ControlMultiplier, bool bEnableControl) | FinalNative+1 flags | | 0x81 |
| bool SetControlMultiplier(const FName& Name, const FPhysicsControlMultiplier& ControlMultiplier, bool bEnableControl) | FinalNative+1 flags | | 0x7A |
| bool SetControlLinearData(const FName& Name, float Strength, float DampingRatio, float ExtraDamping, float MaxForce, bool bEnableControl) | FinalNative+1 flags | | 0x1A |
| bool SetControlEnabled(const FName& Name, bool bEnable) | FinalNative+1 flags | | 0x0A |
| bool SetControlDisableCollision(const FName& Name, bool bDisableCollision) | FinalNative+1 flags | | 0x0A |
| void SetControlDatasInSet(const FName& Set, const FPhysicsControlData& ControlData) | FinalNative+1 flags | | 0x58 |
| void SetControlDatas(const TArray<FName>& Names, const FPhysicsControlData& ControlData) | FinalNative+1 flags | | 0x60 |
| bool SetControlData(const FName& Name, const FPhysicsControlData& ControlData) | FinalNative+1 flags | | 0x59 |
| bool SetControlAngularData(const FName& Name, float Strength, float DampingRatio, float ExtraDamping, float MaxTorque, bool bEnableControl) | FinalNative+1 flags | | 0x1A |
| void SetCachedBoneVelocitiesToZero() | FinalNative+1 flags | | 0x00 |
| bool SetCachedBoneData(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, FTransform& TM) | FinalNative+1 flags | | 0x71 |
| bool SetBodyModifierUseSkeletalAnimation(const FName& Name, bool bUseSkeletalAnimation) | FinalNative+1 flags | | 0x0A |
| bool SetBodyModifierUpdateKinematicFromSimulation(const FName& Name, bool bUpdateKinematicFromSimulation) | FinalNative+1 flags | | 0x0A |
| void SetBodyModifiersUseSkeletalAnimation(const TArray<FName>& Names, bool bUseSkeletalAnimation) | FinalNative+1 flags | | 0x11 |
| void SetBodyModifiersUpdateKinematicFromSimulation(const TArray<FName>& Names, bool bUpdateKinematicFromSimulation) | FinalNative+1 flags | | 0x11 |
| void SetBodyModifiersPhysicsBlendWeight(const TArray<FName>& Names, float PhysicsBlendWeight) | FinalNative+1 flags | | 0x14 |
| void SetBodyModifierSparseDatasInSet(const FName& Set, const FPhysicsControlModifierSparseData& ModifierData) | FinalNative+1 flags | | 0x18 |
| void SetBodyModifierSparseDatas(const TArray<FName>& Names, const FPhysicsControlModifierSparseData& ModifierData) | FinalNative+1 flags | | 0x20 |
| bool SetBodyModifierSparseData(const FName& Name, const FPhysicsControlModifierSparseData& ModifierData) | FinalNative+1 flags | | 0x19 |
| void SetBodyModifiersMovementType(const TArray<FName>& Names, const EPhysicsMovementType& MovementType) | FinalNative+1 flags | | 0x11 |
| void SetBodyModifiersInSetUseSkeletalAnimation(const FName& Set, bool bUseSkeletalAnimation) | FinalNative+1 flags | | 0x09 |
| void SetBodyModifiersInSetUpdateKinematicFromSimulation(const FName& Set, bool bUpdateKinematicFromSimulation) | FinalNative+1 flags | | 0x09 |
| void SetBodyModifiersInSetPhysicsBlendWeight(const FName& Set, float PhysicsBlendWeight) | FinalNative+1 flags | | 0x0C |
| void SetBodyModifiersInSetMovementType(const FName& Set, const EPhysicsMovementType& MovementType) | FinalNative+1 flags | | 0x09 |
| void SetBodyModifiersInSetGravityMultiplier(const FName& Set, float GravityMultiplier) | FinalNative+1 flags | | 0x0C |
| void SetBodyModifiersInSetCollisionType(const FName& Set, const ECollisionEnabled& CollisionType) | FinalNative+1 flags | | 0x09 |
| void SetBodyModifiersGravityMultiplier(const TArray<FName>& Names, float GravityMultiplier) | FinalNative+1 flags | | 0x14 |
| void SetBodyModifiersCollisionType(const TArray<FName>& Names, const ECollisionEnabled& CollisionType) | FinalNative+1 flags | | 0x11 |
| bool SetBodyModifierPhysicsBlendWeight(const FName& Name, float PhysicsBlendWeight) | FinalNative+1 flags | | 0x0D |
| bool SetBodyModifierMovementType(const FName& Name, const EPhysicsMovementType& MovementType) | FinalNative+1 flags | | 0x0A |
| bool SetBodyModifierKinematicTarget(const FName& Name, const FVector& KinematicTargetPosition, const FRotator& KinematicTargetOrienation, bool bMakeKinematic) | FinalNative+1 flags | | 0x3A |
| bool SetBodyModifierGravityMultiplier(const FName& Name, float GravityMultiplier) | FinalNative+1 flags | | 0x0D |
| void SetBodyModifierDatasInSet(const FName& Set, const FPhysicsControlModifierData& ModifierData) | FinalNative+1 flags | | 0x18 |
| void SetBodyModifierDatas(const TArray<FName>& Names, const FPhysicsControlModifierData& ModifierData) | FinalNative+1 flags | | 0x20 |
| bool SetBodyModifierData(const FName& Name, const FPhysicsControlModifierData& ModifierData) | FinalNative+1 flags | | 0x19 |
| bool SetBodyModifierCollisionType(const FName& Name, const ECollisionEnabled& CollisionType) | FinalNative+1 flags | | 0x0A |
| bool ResetControlPoint(const FName& Name) | FinalNative+1 flags | | 0x09 |
| bool ResetBodyModifierToCachedBoneTransform(const FName& Name, const EResetToCachedTargetBehavior& Behavior) | FinalNative+1 flags | | 0x0A |
| void ResetBodyModifiersToCachedBoneTransforms(const TArray<FName>& Names, const EResetToCachedTargetBehavior& Behavior) | FinalNative+1 flags | | 0x11 |
| void ResetBodyModifiersInSetToCachedBoneTransforms(const FName& SetName, const EResetToCachedTargetBehavior& Behavior) | FinalNative+1 flags | | 0x09 |
| bool InvokeControlProfile(const FName& ProfileName) | FinalNative+1 flags | | 0x09 |
| TArray<FName> GetSetsContainingControl(const FName& Control) | FinalNative+1 flags | | 0x18 |
| TArray<FName> GetSetsContainingBodyModifier(const FName& Control) | FinalNative+1 flags | | 0x18 |
| TMap<FName, FPhysicsControlLimbBones> GetLimbBonesFromSkeletalMesh(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FPhysicsControlLimbSetupData>& LimbSetupData) | FinalNative+1 flags | | 0x68 |
| bool GetControlTarget(const FName& Name, FPhysicsControlTarget& ControlTarget) | FinalNative+1 flags | | 0x71 |
| TArray<FName> GetControlNamesInSet(const FName& Set) | FinalNative+1 flags | | 0x18 |
| bool GetControlMultiplier(const FName& Name, FPhysicsControlMultiplier& ControlMultiplier) | FinalNative+1 flags | | 0x79 |
| bool GetControlExists(const FName& Name) | FinalNative+1 flags | | 0x09 |
| bool GetControlEnabled(const FName& Name) | FinalNative+1 flags | | 0x09 |
| bool GetControlData(const FName& Name, FPhysicsControlData& ControlData) | FinalNative+1 flags | | 0x59 |
| TArray<FTransform> GetCachedBoneTransforms(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames) | FinalNative+1 flags | | 0x28 |
| FTransform GetCachedBoneTransform(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName) | FinalNative+1 flags | | 0x70 |
| TArray<FVector> GetCachedBonePositions(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames) | FinalNative+1 flags | | 0x28 |
| FVector GetCachedBonePosition(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName) | FinalNative+1 flags | | 0x28 |
| TArray<FRotator> GetCachedBoneOrientations(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames) | FinalNative+1 flags | | 0x28 |
| FRotator GetCachedBoneOrientation(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName) | FinalNative+1 flags | | 0x28 |
| TArray<FName> GetBodyModifierNamesInSet(const FName& Set) | FinalNative+1 flags | | 0x18 |
| bool GetBodyModifierExists(const FName& Name) | FinalNative+1 flags | | 0x09 |
| TArray<FName> GetAllControlNames() | FinalNative+1 flags | | 0x10 |
| TArray<FName> GetAllBodyModifierNames() | FinalNative+1 flags | | 0x10 |
| void DestroyControlsInSet(const FName& Set) | FinalNative+1 flags | | 0x08 |
| void DestroyControls(const TArray<FName>& Names) | FinalNative+1 flags | | 0x10 |
| bool DestroyControl(const FName& Name) | FinalNative+1 flags | | 0x09 |
| void DestroyBodyModifiersInSet(const FName& Set) | FinalNative+1 flags | | 0x08 |
| void DestroyBodyModifiers(const TArray<FName>& Names) | FinalNative+1 flags | | 0x10 |
| bool DestroyBodyModifier(const FName& Name) | FinalNative+1 flags | | 0x09 |
| void DestroyAllControlsAndBodyModifiers() | FinalNative+1 flags | | 0x00 |
| bool CreateNamedControl(const FName& Name, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName, UPrimitiveComponent* ChildComponent, const FName& ChildBoneName, const FPhysicsControlData& ControlData, const FPhysicsControlTarget& ControlTarget, const FName& Set) | FinalNative+1 flags | | 0xE9 |
| bool CreateNamedBodyModifier(const FName& Name, UPrimitiveComponent* Component, const FName& BoneName, const FName& Set, const FPhysicsControlModifierData& BodyModifierData) | FinalNative+1 flags | | 0x31 |
| TArray<FName> CreateControlsFromSkeletalMeshBelow(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, bool bIncludeSelf, const EPhysicsControlType& ControlType, const FPhysicsControlData& ControlData, const FName& Set) | FinalNative+1 flags | | 0x80 |
| TArray<FName> CreateControlsFromSkeletalMeshAndConstraintProfileBelow(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, bool bIncludeSelf, const FName& ConstraintProfile, const FName& Set, bool bEnabled) | FinalNative+1 flags | | 0x38 |
| TArray<FName> CreateControlsFromSkeletalMeshAndConstraintProfile(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames, const FName& ConstraintProfile, const FName& Set, bool bEnabled) | FinalNative+1 flags | | 0x40 |
| TArray<FName> CreateControlsFromSkeletalMesh(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames, const EPhysicsControlType& ControlType, const FPhysicsControlData& ControlData, const FName& Set) | FinalNative+1 flags | | 0x88 |
| TMap<FName, FPhysicsControlNames> CreateControlsFromLimbBonesAndConstraintProfile(FPhysicsControlNames& AllControls, TMap<FName, FPhysicsControlLimbBones>& LimbBones, const FName& ConstraintProfile, bool bEnabled) | FinalNative+1 flags | | 0xC0 |
| TMap<FName, FPhysicsControlNames> CreateControlsFromLimbBones(FPhysicsControlNames& AllControls, TMap<FName, FPhysicsControlLimbBones>& LimbBones, const EPhysicsControlType& ControlType, const FPhysicsControlData& ControlData, UPrimitiveComponent* WorldComponent, const FName& WorldBoneName, const FString& NamePrefix) | FinalNative+1 flags | | 0x128 |
| bool CreateControlsAndBodyModifiersFromPhysicsControlAsset(USkeletalMeshComponent* SkeletalMeshComponent, UPrimitiveComponent* WorldComponent, const FName& WorldBoneName) | FinalNative+1 flags | | 0x19 |
| bool CreateControlsAndBodyModifiersFromLimbBones(FPhysicsControlNames& AllWorldSpaceControls, TMap<FName, FPhysicsControlNames>& LimbWorldSpaceControls, FPhysicsControlNames& AllParentSpaceControls, TMap<FName, FPhysicsControlNames>& LimbParentSpaceControls, FPhysicsControlNames& AllBodyModifiers, TMap<FName, FPhysicsControlNames>& LimbBodyModifiers, USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FPhysicsControlLimbSetupData>& LimbSetupData, const FPhysicsControlData& WorldSpaceControlData, const FPhysicsControlData& ParentSpaceControlData, const FPhysicsControlModifierData& BodyModifierData, UPrimitiveComponent* WorldComponent, const FName& WorldBoneName) | FinalNative+1 flags | | 0x1F9 |
| FName CreateControl(UPrimitiveComponent* ParentComponent, const FName& ParentBoneName, UPrimitiveComponent* ChildComponent, const FName& ChildBoneName, const FPhysicsControlData& ControlData, const FPhysicsControlTarget& ControlTarget, const FName& Set, const FString& NamePrefix) | FinalNative+1 flags | | 0xF8 |
| TArray<FName> CreateBodyModifiersFromSkeletalMeshBelow(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, bool bIncludeSelf, const FName& Set, const FPhysicsControlModifierData& BodyModifierData) | FinalNative+1 flags | | 0x40 |
| TMap<FName, FPhysicsControlNames> CreateBodyModifiersFromLimbBones(FPhysicsControlNames& AllBodyModifiers, TMap<FName, FPhysicsControlLimbBones>& LimbBones, const FPhysicsControlModifierData& BodyModifierData) | FinalNative+1 flags | | 0xC0 |
| FName CreateBodyModifier(UPrimitiveComponent* Component, const FName& BoneName, const FName& Set, const FPhysicsControlModifierData& BodyModifierData) | FinalNative+1 flags | | 0x30 |
| void AddControlToSet(FPhysicsControlNames& NewSet, const FName& Control, const FName& Set) | FinalNative+1 flags | | 0x20 |
| void AddControlsToSet(FPhysicsControlNames& NewSet, const TArray<FName>& Controls, const FName& Set) | FinalNative+1 flags | | 0x28 |
| void AddBodyModifierToSet(FPhysicsControlNames& NewSet, const FName& BodyModifier, const FName& Set) | FinalNative+1 flags | | 0x20 |
| void AddBodyModifiersToSet(FPhysicsControlNames& NewSet, const TArray<FName>& BodyModifiers, const FName& Set) | FinalNative+1 flags | | 0x28 |