| void SetLinearDamping(UPrimitiveComponent* Target, float InDamping, const FName& BoneName) | FinalNative+2 flags | | 0x14 |
| void SetAngularDamping(UPrimitiveComponent* Target, float InDamping, const FName& BoneName) | FinalNative+2 flags | | 0x14 |
| bool RunningInPIE_World(UObject* WorldContextObject) | FinalNative+2 flags | | 0x09 |
| bool RunningInGame_World(UObject* WorldContextObject) | FinalNative+2 flags | | 0x09 |
| bool RunningInEditor_World(UObject* WorldContextObject) | FinalNative+2 flags | | 0x09 |
| void PrintToScreenWithTag(const FString& InString, const FLinearColor& TextColor, float Duration, int32 Tag) | FinalNative+2 flags | | 0x28 |
| double LinearSpeedToRads(double cm_per_sec, float Radius) | FinalNative+2 flags | | 0x18 |
| float GetWheelInertia(UPrimitiveComponent* Target, float MassKg, float RadiusCm) | FinalNative+2 flags | | 0x14 |
| void GetUnrealEngineVersion(const int32& Major, const int32& Minor, const int32& Patch) | FinalNative+2 flags | | 0x0C |
| FString GetPluginVersion() | FinalNative+2 flags | | 0x10 |
| float GetMeshRadius(UPrimitiveComponent* Target, const FName& BoneName) | FinalNative+2 flags | | 0x14 |
| float GetMeshDiameter(UPrimitiveComponent* Target, const FName& BoneName) | FinalNative+2 flags | | 0x14 |
| FVector GetMeshCenterOfMass(UPrimitiveComponent* Target, const FName& BoneName) | FinalNative+2 flags | | 0x28 |
| void AVS_SetWheelAngularVelocity(UPrimitiveComponent* Target, float AngVel) | FinalNative+2 flags | | 0x0C |
| FTransform AVS_GetChaosTransform(UPrimitiveComponent* Target) | FinalNative+2 flags | | 0x70 |
| void AVS_ChaosSetWheelAngularVelocity(UPrimitiveComponent* Target, float AngVel) | FinalNative+2 flags | | 0x0C |
| FVector AVS_ChaosGetVelocityAtLocation(UPrimitiveComponent* Component, const FVector& Location) | FinalNative+2 flags | | 0x38 |
| void AVS_ChaosBrakes(UPrimitiveComponent* Target, float BrakeTorque, float ChaosDelta) | FinalNative+2 flags | | 0x10 |
| void AVS_ChaosAddWheelTorque(UPrimitiveComponent* Target, float Torque, bool bAccelChange) | FinalNative+2 flags | | 0x0D |
| void AVS_ChaosAddTorque(UPrimitiveComponent* Target, const FVector& Torque, bool bAccelChange) | FinalNative+2 flags | | 0x21 |
| void AVS_ChaosAddForceAtLocation(UPrimitiveComponent* Target, const FVector& Location, const FVector& Force) | FinalNative+2 flags | | 0x38 |
| void AVS_ChaosAddForce(UPrimitiveComponent* Target, const FVector& Force, bool bAccelChange) | FinalNative+2 flags | | 0x21 |