| FSequencePlayerReference SetStartPosition(FSequencePlayerReference& SequencePlayer, float StartPosition) | FinalNative+2 flags | | 0x28 |
| FSequencePlayerReference SetSequenceWithInertialBlending(FAnimUpdateContext& UpdateContext, FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence, float BlendTime) | FinalNative+2 flags | | 0x40 |
| FSequencePlayerReference SetSequence(FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence) | FinalNative+2 flags | | 0x28 |
| FSequencePlayerReference SetPlayRate(FSequencePlayerReference& SequencePlayer, float PlayRate) | FinalNative+2 flags | | 0x28 |
| FSequencePlayerReference SetAccumulatedTime(FSequencePlayerReference& SequencePlayer, float Time) | FinalNative+2 flags | | 0x28 |
| float GetStartPosition(FSequencePlayerReference& SequencePlayer) | FinalNative+2 flags | | 0x14 |
| UAnimSequenceBase* GetSequencePure(FSequencePlayerReference& SequencePlayer) | FinalNative+2 flags | | 0x18 |
| FSequencePlayerReference GetSequence(FSequencePlayerReference& SequencePlayer, const UAnimSequenceBase*& SequenceBase) | FinalNative+2 flags | | 0x28 |
| float GetPlayRate(FSequencePlayerReference& SequencePlayer) | FinalNative+2 flags | | 0x14 |
| bool GetLoopAnimation(FSequencePlayerReference& SequencePlayer) | FinalNative+2 flags | | 0x11 |
| float GetAccumulatedTime(FSequencePlayerReference& SequencePlayer) | FinalNative+2 flags | | 0x14 |
| void ConvertToSequencePlayerPure(FAnimNodeReference& Node, FSequencePlayerReference& SequencePlayer, const bool& Result) | FinalNative+2 flags | | 0x21 |
| FSequencePlayerReference ConvertToSequencePlayer(FAnimNodeReference& Node, const EAnimNodeReferenceConversionResult& Result) | FinalNative+2 flags | | 0x28 |
| float ComputePlayRateFromDuration(FSequencePlayerReference& SequencePlayer, float Duration) | FinalNative+2 flags | | 0x18 |