| bool WasRecentlyRendered(float Tolerance) | FinalNative+1 flags | | 0x05 |
| void WakeRigidBody(const FName& BoneName) | NativePublic | | 0x08 |
| void WakeAllRigidBodies() | NativePublic | | 0x00 |
| void UnregisterAsFocalPointInPhysicsReplicationLOD() | FinalNative+1 flags | | 0x00 |
| void SetWalkableSlopeOverride(FWalkableSlopeOverride& NewOverride) | NativePublic | | 0x10 |
| void SetVisibleInSceneCaptureOnly(bool bValue) | FinalNative+1 flags | | 0x01 |
| void SetVisibleInRayTracing(bool bNewVisibleInRayTracing) | FinalNative+1 flags | | 0x01 |
| void SetVectorParameterForDefaultCustomPrimitiveData(const FName& ParameterName, const FVector4& Value) | FinalNative+1 flags | | 0x30 |
| void SetVectorParameterForCustomPrimitiveData(const FName& ParameterName, const FVector4& Value) | FinalNative+1 flags | | 0x30 |
| void SetUseMACD(bool InUseMACD, const FName& BoneName) | NativePublic | | 0x0C |
| void SetUseCCD(bool InUseCCD, const FName& BoneName) | NativePublic | | 0x0C |
| void SetUpdateKinematicFromSimulation(bool bUpdateKinematicFromSimulation) | NativePublic | | 0x01 |
| void SetTranslucentSortPriority(int32 NewTranslucentSortPriority) | FinalNative+1 flags | | 0x04 |
| void SetTranslucencySortDistanceOffset(float NewTranslucencySortDistanceOffset) | FinalNative+1 flags | | 0x04 |
| void SetStaticWhenNotMoveable(bool bInStaticWhenNotMoveable) | FinalNative+1 flags | | 0x01 |
| void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights) | FinalNative+1 flags | | 0x01 |
| void SetSimulatePhysics(bool bSimulate) | NativePublic | | 0x01 |
| void SetScalarParameterForDefaultCustomPrimitiveData(const FName& ParameterName, float Value) | FinalNative+1 flags | | 0x0C |
| void SetScalarParameterForCustomPrimitiveData(const FName& ParameterName, float Value) | FinalNative+1 flags | | 0x0C |
| void SetRenderInMainPass(bool bValue) | FinalNative+1 flags | | 0x01 |
| void SetRenderInDepthPass(bool bValue) | FinalNative+1 flags | | 0x01 |
| void SetRenderCustomDepth(bool bValue) | FinalNative+1 flags | | 0x01 |
| void SetReceivesDecals(bool bNewReceivesDecals) | FinalNative+1 flags | | 0x01 |
| void SetPhysMaterialOverride(UPhysicalMaterial* NewPhysMaterial) | NativePublic | | 0x08 |
| void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName) | FinalNative+1 flags | | 0x10 |
| void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName) | FinalNative+1 flags | | 0x10 |
| void SetPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent, const FName& BoneName) | NativePublic | | 0x24 |
| void SetPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName) | NativePublic | | 0x24 |
| void SetPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName) | FinalNative+1 flags | | 0x24 |
| void SetOwnerNoSee(bool bNewOwnerNoSee) | FinalNative+1 flags | | 0x01 |
| void SetOnlyOwnerSee(bool bNewOnlyOwnerSee) | FinalNative+1 flags | | 0x01 |
| void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision) | NativePublic | | 0x01 |
| void SetMaxDepenetrationVelocity(const FName& BoneName, float InMaxDepenetrationVelocity) | NativePublic | | 0x0C |
| void SetMaterialByName(const FName& MaterialSlotName, UMaterialInterface* Material) | NativePublic | | 0x10 |
| void SetMaterial(int32 ElementIndex, UMaterialInterface* Material) | NativePublic | | 0x10 |
| void SetMassScale(const FName& BoneName, float InMassScale) | NativePublic | | 0x0C |
| void SetMassOverrideInKg(const FName& BoneName, float MassInKg, bool bOverrideMass) | NativePublic | | 0x0D |
| void SetLinearDamping(float InDamping) | NativePublic | | 0x04 |
| void SetLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2) | FinalNative+1 flags | | 0x03 |
| void SetLightAttachmentsAsGroup(bool bInLightAttachmentsAsGroup) | FinalNative+1 flags | | 0x01 |
| void SetIgnoreBoundsForEditorFocus(bool bIgnore) | FinalNative+1 flags | | 0x01 |
| void SetHoldout(bool bNewHoldout) | FinalNative+1 flags | | 0x01 |
| void SetHiddenInSceneCapture(bool bValue) | FinalNative+1 flags | | 0x01 |
| void SetGyroscopicTorqueEnabled(bool bInGyroscopicTorqueEnabled) | FinalNative+1 flags | | 0x01 |
| void SetGenerateOverlapEvents(bool bInGenerateOverlapEvents) | FinalNative+1 flags | | 0x01 |
| void SetFirstPersonPrimitiveType(const EFirstPersonPrimitiveType& Value) | FinalNative+1 flags | | 0x01 |
| void SetExcludeFromLightAttachmentGroup(bool bInExcludeFromLightAttachmentGroup) | FinalNative+1 flags | | 0x01 |
| void SetExcludeForSpecificHLODLevels(const TArray<int32>& InExcludeForSpecificHLODLevels) | FinalNative+1 flags | | 0x10 |
| void SetExcludedFromHLODLevel(const EHLODLevelExclusion& HLODLevel, bool bExcluded) | FinalNative+1 flags | | 0x02 |
| void SetEnableGravity(bool bGravityEnabled) | NativePublic | | 0x01 |
| void SetEmissiveLightSource(bool NewEmissiveLightSource) | FinalNative+1 flags | | 0x01 |
| void SetDefaultCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value) | FinalNative+1 flags | | 0x30 |
| void SetDefaultCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value) | FinalNative+1 flags | | 0x20 |
| void SetDefaultCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value) | FinalNative+1 flags | | 0x18 |
| void SetDefaultCustomPrimitiveDataFloatArray(int32 DataIndex, const TArray<float>& Values) | FinalNative+1 flags | | 0x18 |
| void SetDefaultCustomPrimitiveDataFloat(int32 DataIndex, float Value) | FinalNative+1 flags | | 0x08 |
| void SetCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value) | FinalNative+1 flags | | 0x30 |
| void SetCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value) | FinalNative+1 flags | | 0x20 |
| void SetCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value) | FinalNative+1 flags | | 0x18 |
| void SetCustomPrimitiveDataFloatArray(int32 DataIndex, const TArray<float>& Values) | FinalNative+1 flags | | 0x18 |
| void SetCustomPrimitiveDataFloat(int32 DataIndex, float Value) | FinalNative+1 flags | | 0x08 |
| void SetCustomDepthStencilWriteMask(const ERendererStencilMask& WriteMaskBit) | FinalNative+1 flags | | 0x01 |
| void SetCustomDepthStencilValue(int32 Value) | FinalNative+1 flags | | 0x04 |
| void SetCullDistance(float NewCullDistance) | FinalNative+1 flags | | 0x04 |
| void SetConstraintMode(const EDOFMode& ConstraintMode) | NativePublic | | 0x01 |
| void SetCollisionResponseToChannel(const ECollisionChannel& Channel, const ECollisionResponse& NewResponse) | NativePublic | | 0x02 |
| void SetCollisionResponseToAllChannels(const ECollisionResponse& NewResponse) | NativePublic | | 0x01 |
| void SetCollisionProfileName(const FName& InCollisionProfileName, bool bUpdateOverlaps) | NativePublic | | 0x09 |
| void SetCollisionObjectType(const ECollisionChannel& Channel) | NativePublic | | 0x01 |
| void SetCollisionEnabled(const ECollisionEnabled& NewType) | NativePublic | | 0x01 |
| void SetCenterOfMass(const FVector& CenterOfMassOffset, const FName& BoneName) | FinalNative+1 flags | | 0x20 |
| void SetCastShadow(bool NewCastShadow) | FinalNative+1 flags | | 0x01 |
| void SetCastInsetShadow(bool bInCastInsetShadow) | FinalNative+1 flags | | 0x01 |
| void SetCastHiddenShadow(bool NewCastHiddenShadow) | FinalNative+1 flags | | 0x01 |
| void SetCastContactShadow(bool bInCastContactShadow) | FinalNative+1 flags | | 0x01 |
| void SetBoundsScale(float NewBoundsScale) | FinalNative+1 flags | | 0x04 |
| void SetAngularDamping(float InDamping) | NativePublic | | 0x04 |
| void SetAllUseMACD(bool InUseMACD) | NativePublic | | 0x01 |
| void SetAllUseCCD(bool InUseCCD) | NativePublic | | 0x01 |
| void SetAllPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent) | NativePublic | | 0x19 |
| void SetAllPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent) | NativePublic | | 0x19 |
| void SetAllPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent) | FinalNative+1 flags | | 0x19 |
| void SetAllMassScale(float InMassScale) | NativePublic | | 0x04 |
| void SetAffectIndirectLightingWhileHidden(bool bNewAffectIndirectLightingWhileHidden) | FinalNative+1 flags | | 0x01 |
| void SetAffectDynamicIndirectLighting(bool bNewAffectDynamicIndirectLighting) | FinalNative+1 flags | | 0x01 |
| void SetAffectDistanceFieldLighting(bool NewAffectDistanceFieldLighting) | FinalNative+1 flags | | 0x01 |
| FVector ScaleByMomentOfInertia(const FVector& InputVector, const FName& BoneName) | NativePublic | | 0x38 |
| void RegisterAsFocalPointInPhysicsReplicationLOD() | FinalNative+1 flags | | 0x00 |
| void PutRigidBodyToSleep(const FName& BoneName) | FinalNative+1 flags | | 0x08 |
| bool K2_SphereTraceComponent(const FVector& TraceStart, const FVector& TraceEnd, float SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit) | FinalNative+1 flags | | 0x171 |
| bool K2_SphereOverlapComponent(const FVector& InSphereCentre, float InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit) | FinalNative+1 flags | | 0x159 |
| bool K2_LineTraceComponent(const FVector& TraceStart, const FVector& TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit) | FinalNative+1 flags | | 0x171 |
| bool K2_IsQueryCollisionEnabled() | FinalNative+1 flags | | 0x01 |
| bool K2_IsPhysicsCollisionEnabled() | FinalNative+1 flags | | 0x01 |
| bool K2_IsCollisionEnabled() | FinalNative+1 flags | | 0x01 |
| bool K2_BoxOverlapComponent(const FVector& InBoxCentre, const FBox& InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit) | FinalNative+1 flags | | 0x191 |
| bool IsOverlappingComponent(UPrimitiveComponent* OtherComp) | FinalNative+1 flags | | 0x09 |
| bool IsOverlappingActor(AActor* Other) | FinalNative+1 flags | | 0x09 |
| bool IsMaterialSlotNameValid(const FName& MaterialSlotName) | NativePublic | | 0x09 |
| bool IsGravityEnabled() | NativePublic | | 0x01 |
| bool IsExcludedFromHLODLevel(const EHLODLevelExclusion& HLODLevel) | FinalNative+1 flags | | 0x02 |
| bool IsAnyRigidBodyAwake() | NativePublic | | 0x01 |
| void InvalidateLumenSurfaceCache() | FinalNative+1 flags | | 0x00 |
| void IgnoreComponentWhenMoving(UPrimitiveComponent* Component, bool bShouldIgnore) | FinalNative+1 flags | | 0x09 |
| void IgnoreActorWhenMoving(AActor* Actor, bool bShouldIgnore) | FinalNative+1 flags | | 0x09 |
| void HandlePostMigrationPhysicsStateChanged(UPrimitiveComponent* ChangedComponent, const EComponentPhysicsStateChange& StateChange) | NativeProtected | | 0x09 |
| FWalkableSlopeOverride GetWalkableSlopeOverride() | FinalNative+1 flags | | 0x10 |
| bool GetUpdateKinematicFromSimulation() | NativePublic | | 0x01 |
| bool GetStaticWhenNotMoveable() | FinalNative+1 flags | | 0x01 |
| FVector GetPhysicsLinearVelocityAtPoint(const FVector& Point, const FName& BoneName) | FinalNative+1 flags | | 0x38 |
| FVector GetPhysicsLinearVelocity(const FName& BoneName) | FinalNative+1 flags | | 0x20 |
| FVector GetPhysicsAngularVelocityInRadians(const FName& BoneName) | FinalNative+1 flags | | 0x20 |
| FVector GetPhysicsAngularVelocityInDegrees(const FName& BoneName) | FinalNative+1 flags | | 0x20 |
| void GetOverlappingComponents(const TArray<UPrimitiveComponent*>& OutOverlappingComponents) | FinalNative+1 flags | | 0x10 |
| void GetOverlappingActors(const TArray<AActor*>& OverlappingActors, TSubclassOf<AActor> ClassFilter) | FinalNative+1 flags | | 0x18 |
| int32 GetNumMaterials() | NativePublic | | 0x04 |
| float GetMaxDepenetrationVelocity(const FName& BoneName) | NativePublic | | 0x0C |
| TArray<FName> GetMaterialSlotNames() | NativePublic | | 0x10 |
| int32 GetMaterialIndex(const FName& MaterialSlotName) | NativePublic | | 0x0C |
| UMaterialInterface* GetMaterialFromCollisionFaceIndex(int32 FaceIndex, const int32& SectionIndex) | NativePublic | | 0x10 |
| UMaterialInterface* GetMaterialByName(const FName& MaterialSlotName) | NativePublic | | 0x10 |
| UMaterialInterface* GetMaterial(int32 ElementIndex) | NativePublic | | 0x10 |
| float GetMassScale(const FName& BoneName) | NativePublic | | 0x0C |
| float GetMass() | NativePublic | | 0x04 |
| float GetLinearDamping() | NativePublic | | 0x04 |
| FVector GetInertiaTensor(const FName& BoneName) | NativePublic | | 0x20 |
| bool GetIgnoreBoundsForEditorFocus() | NativePublic | | 0x01 |
| bool GetGyroscopicTorqueEnabled() | NativePublic | | 0x01 |
| bool GetGenerateOverlapEvents() | FinalNative+1 flags | | 0x01 |
| TArray<int32> GetExcludeForSpecificHLODLevels() | FinalNative+1 flags | | 0x10 |
| int32 GetCustomPrimitiveDataIndexForVectorParameter(const FName& ParameterName) | FinalNative+1 flags | | 0x0C |
| int32 GetCustomPrimitiveDataIndexForScalarParameter(const FName& ParameterName) | FinalNative+1 flags | | 0x0C |
| ECollisionResponse GetCollisionResponseToChannel(const ECollisionChannel& Channel) | NativePublic | | 0x02 |
| FName GetCollisionProfileName() | FinalNative+1 flags | | 0x08 |
| ECollisionChannel GetCollisionObjectType() | NativePublic | | 0x01 |
| ECollisionEnabled GetCollisionEnabled() | NativePublic | | 0x01 |
| float GetClosestPointOnCollision(const FVector& Point, const FVector& OutPointOnBody, const FName& BoneName) | FinalNative+1 flags | | 0x3C |
| FVector GetCenterOfMass(const FName& BoneName) | FinalNative+1 flags | | 0x20 |
| FBodyInstanceAsyncPhysicsTickHandle GetBodyInstanceAsyncPhysicsTickHandle(const FName& BoneName, bool bGetWelded, int32 Index) | FinalNative+1 flags | | 0x18 |
| float GetAngularDamping() | NativePublic | | 0x04 |
| UMaterialInstanceDynamic* CreateDynamicMaterialInstance(int32 ElementIndex, UMaterialInterface* SourceMaterial, const FName& OptionalName) | NativePublic | | 0x20 |
| UMaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int32 ElementIndex, UMaterialInterface* Parent) | NativePublic | | 0x18 |
| UMaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int32 ElementIndex) | NativePublic | | 0x10 |
| TArray<UPrimitiveComponent*> CopyArrayOfMoveIgnoreComponents() | FinalNative+1 flags | | 0x10 |
| TArray<AActor*> CopyArrayOfMoveIgnoreActors() | FinalNative+1 flags | | 0x10 |
| void ClearMoveIgnoreComponents() | FinalNative+1 flags | | 0x00 |
| void ClearMoveIgnoreActors() | FinalNative+1 flags | | 0x00 |
| bool CanCharacterStepUp(APawn* Pawn) | NativePublic | | 0x09 |
| bool AllowHLODLevelsExclusion() | FinalNative+1 flags | | 0x01 |
| void AddVelocityChangeImpulseAtLocation(const FVector& Impulse, const FVector& Location, const FName& BoneName) | NativePublic | | 0x38 |
| void AddTorqueInRadians(const FVector& Torque, const FName& BoneName, bool bAccelChange) | NativePublic | | 0x21 |
| void AddTorqueInDegrees(const FVector& Torque, const FName& BoneName, bool bAccelChange) | FinalNative+1 flags | | 0x21 |
| void AddRadialImpulse(const FVector& Origin, float Radius, float Strength, const ERadialImpulseFalloff& Falloff, bool bVelChange) | NativePublic | | 0x22 |
| void AddRadialForce(const FVector& Origin, float Radius, float Strength, const ERadialImpulseFalloff& Falloff, bool bAccelChange) | NativePublic | | 0x22 |
| void AddImpulseAtLocation(const FVector& Impulse, const FVector& Location, const FName& BoneName) | NativePublic | | 0x38 |
| void AddImpulse(const FVector& Impulse, const FName& BoneName, bool bVelChange) | NativePublic | | 0x21 |
| void AddForceAtLocationLocal(const FVector& Force, const FVector& Location, const FName& BoneName) | NativePublic | | 0x38 |
| void AddForceAtLocation(const FVector& Force, const FVector& Location, const FName& BoneName) | NativePublic | | 0x38 |
| void AddForce(const FVector& Force, const FName& BoneName, bool bAccelChange) | NativePublic | | 0x21 |
| void AddAngularImpulseInRadians(const FVector& Impulse, const FName& BoneName, bool bVelChange) | NativePublic | | 0x21 |
| void AddAngularImpulseInDegrees(const FVector& Impulse, const FName& BoneName, bool bVelChange) | FinalNative+1 flags | | 0x21 |