| void UnblockInputForAll() | FinalNative+1 flags | | 0x00 |
| bool ShouldAddNetworkFailure(FRGNetworkFailureMessage& Message) | NativeEvent+1 flags | | 0x29 |
| void SetControllingPlayerID(int32 NewId) | FinalNative+1 flags | | 0x04 |
| bool PopNextPendingNetworkFailureMessage(FRGNetworkFailureMessage& OutMessage) | FinalNative+1 flags | | 0x29 |
| bool PeekNextPendingNetworkFailureMessage(FRGNetworkFailureMessage& OutMessage) | FinalNative+1 flags | | 0x29 |
| void MergeNetworkFailureMessages() | NativeEvent+1 flags | | 0x00 |
| bool HasPendingNetworkFailureMessages() | FinalNative+1 flags | | 0x01 |
| void HandlePreLoadMap(const FString& MapName) | FinalNative+1 flags | | 0x10 |
| URGGameViewportClient* GetGameViewportClient(UObject* WorldContextObject) | FinalNative+2 flags | | 0x10 |
| APlayerController* GetControllingPlayer() | FinalNative+1 flags | | 0x08 |
| void BP_ClearStoredWidgets() | EventPublic | | 0x00 |
| void BlockInputForAllExceptControllingPC() | FinalNative+1 flags | | 0x00 |