| void UnlockAIResourcesWithAnimation(UAnimInstance* AnimInstance, bool bUnlockMovement, bool UnlockAILogic) | FinalNative+2 flags | | 0x0A |
| APawn* SpawnAIFromClass(UObject* WorldContextObject, TSubclassOf<APawn> PawnClass, UBehaviorTree* BehaviorTree, const FVector& Location, const FRotator& Rotation, bool bNoCollisionFail, AActor* Owner) | FinalNative+2 flags | | 0x60 |
| void SimpleMoveToLocation(AController* Controller, const FVector& Goal) | FinalNative+2 flags | | 0x20 |
| void SimpleMoveToActor(AController* Controller, AActor* Goal) | FinalNative+2 flags | | 0x10 |
| void SendAIMessage(APawn* Target, const FName& Message, UObject* MessageSource, bool bSuccess) | FinalNative+2 flags | | 0x19 |
| void LockAIResourcesWithAnimation(UAnimInstance* AnimInstance, bool bLockMovement, bool LockAILogic) | FinalNative+2 flags | | 0x0A |
| bool IsValidAIRotation(const FRotator& Rotation) | FinalNative+2 flags | | 0x19 |
| bool IsValidAILocation(const FVector& Location) | FinalNative+2 flags | | 0x19 |
| bool IsValidAIDirection(const FVector& DirectionVector) | FinalNative+2 flags | | 0x19 |
| int32 GetNextNavLinkIndex(AController* Controller) | FinalNative+2 flags | | 0x0C |
| TArray<FVector> GetCurrentPathPoints(AController* Controller) | FinalNative+2 flags | | 0x18 |
| int32 GetCurrentPathIndex(AController* Controller) | FinalNative+2 flags | | 0x0C |
| UNavigationPath* GetCurrentPath(AController* Controller) | FinalNative+2 flags | | 0x10 |
| UBlackboardComponent* GetBlackboard(AActor* Target) | FinalNative+2 flags | | 0x10 |
| AAIController* GetAIController(AActor* ControlledActor) | FinalNative+2 flags | | 0x10 |
| UAIAsyncTaskBlueprintProxy* CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, const FVector& Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap) | FinalNative+2 flags | | 0x40 |