| void ATP_SetWorldRotation(UPrimitiveComponent* Component, const FRotator& Rotation) | FinalNative+2 flags | | 0x20 |
| void ATP_SetWorldLocationAndRotation(UPrimitiveComponent* Component, const FVector& Location, const FRotator& Rotation) | FinalNative+2 flags | | 0x38 |
| void ATP_SetWorldLocation(USceneComponent* Component, const FVector& Location) | FinalNative+2 flags | | 0x20 |
| void ATP_SetLinearVelocity(UPrimitiveComponent* Component, const FVector& Velocity, bool bAddToCurrent, const FName& BoneName) | FinalNative+2 flags | | 0x2C |
| void ATP_SetAngularVelocityInRadians(UPrimitiveComponent* Component, const FVector& AngVelocity, bool bAddToCurrent, const FName& BoneName) | FinalNative+2 flags | | 0x2C |
| void ATP_SetAngularVelocityInDegrees(UPrimitiveComponent* Component, const FVector& AngVelocity, bool bAddToCurrent, const FName& BoneName) | FinalNative+2 flags | | 0x2C |
| FTransform ATP_GetTransform(UPrimitiveComponent* Component) | FinalNative+2 flags | | 0x70 |
| FVector ATP_GetLinearVelocityAtPoint(UPrimitiveComponent* Component, const FVector& Point, const FName& BoneName) | FinalNative+2 flags | | 0x40 |
| FVector ATP_GetLinearVelocity(UPrimitiveComponent* Component, const FName& BoneName) | FinalNative+2 flags | | 0x28 |
| FVector ATP_GetCoMPosition(UPrimitiveComponent* Component) | FinalNative+2 flags | | 0x20 |
| FVector ATP_GetAngularVelocity(UPrimitiveComponent* Component, const FName& BoneName) | FinalNative+2 flags | | 0x28 |
| void ATP_AddTorque(UPrimitiveComponent* Component, const FVector& Torque, bool bAccelChange, const FName& BoneName) | FinalNative+2 flags | | 0x2C |
| void ATP_AddImpulseAtPosition(UPrimitiveComponent* Component, const FVector& position, const FVector& Impulse, const FName& BoneName) | FinalNative+2 flags | | 0x40 |
| void ATP_AddImpulse(UPrimitiveComponent* Component, const FVector& Impulse, bool bVelChange, const FName& BoneName) | FinalNative+2 flags | | 0x2C |
| void ATP_AddForceAtPosition(UPrimitiveComponent* Component, const FVector& position, const FVector& Force, const FName& BoneName) | FinalNative+2 flags | | 0x40 |
| void ATP_AddForce(UPrimitiveComponent* Component, const FVector& Force, bool bAccelChange, const FName& BoneName) | FinalNative+2 flags | | 0x2C |
| void ATP_AddAngularImpulseInRadians(UPrimitiveComponent* Component, const FVector& Torque, bool bVelChange, const FName& BoneName) | FinalNative+2 flags | | 0x2C |
| void ATP_AddAngularImpulseInDegrees(UPrimitiveComponent* Component, const FVector& Torque, bool bVelChange, const FName& BoneName) | FinalNative+2 flags | | 0x2C |