| void UpdateAvailableItemsMap(const FName& ItemName, int32 Amount) | FinalNative+1 flags | | 0x0C |
| void SpawnItem(const FName& ItemName, const EItemType& itemCategory, const TSoftClassPtr<ABaseItem>& ItemClass, const FTransform& SpawnTransform, bool bSimulateServerAuthoredPhysics) | FinalNative+1 flags | | 0xA1 |
| bool ShouldSpawnItem(const FName& ItemName, const EItemType& itemCategory) | FinalNative+1 flags | | 0x0A |
| void MoveToNextBuilding() | FinalNative+1 flags | | 0x00 |
| bool IsSameTypeAsPreviousItem(const EItemType& itemCategory) | FinalNative+1 flags | | 0x02 |
| bool IsItemAvailableToSpawn(const FName& ItemName) | FinalNative+1 flags | | 0x09 |
| bool IsAKeyItem(const FName& ItemName) | FinalNative+1 flags | | 0x09 |
| void InitializeCollectableSpawns() | FinalNative+1 flags | | 0x00 |
| int32 GetSpawnChances(const EItemType& itemCategory) | FinalNative+1 flags | | 0x08 |
| bool CanGenerateItems() | FinalNative+1 flags | | 0x01 |
| void AddBuildingToArray(AActor* building) | FinalNative+1 flags | | 0x08 |