42.40

pinned 2:49pm (EST) · updated 2026-10-15 18:49 UTC

Offsets

[+] GEngine : 0x1BD9D378
[+] StaticFindObject : 0x696F3A
[+] StaticLoadObject : 0x5A3256
[+] ProcessEvent : 0x146CCC
[+] FName::ToString : 0x51A82
[+] GetBoneMatrix : 0x37022C
[+] GameState: 0x1D8
[+] GameInstance: 0x250
[+] Levels: 0x1F0
[+] Actors: 0x50

Classes

    namespace Class {
        inline uint64_t ClassDefaultObject = 0xc8; // Object*
        inline uint64_t NetFields = 0xd0; // TArray<Field*>
        inline uint64_t ClassWithin = 0x110; // Class*
    }

    namespace Actor {
        inline uint64_t PrimaryActorTick = 0x28; // FActorTickFunction
        inline uint64_t bNetTemporary = 0x58; // bool : 0
        inline uint64_t bOnlyRelevantToOwner = 0x58; // bool : 2
        inline uint64_t bAlwaysRelevant = 0x58; // bool : 3
        inline uint64_t bReplicateMovement = 0x58; // bool : 4
        inline uint64_t bCallPreReplication = 0x58; // bool : 5
        inline uint64_t bCallPreReplicationForReplay = 0x58; // bool : 6
        inline uint64_t bHidden = 0x58; // bool : 7
        inline uint64_t bTearOff = 0x59; // bool : 0
        inline uint64_t bForceNetAddressable = 0x59; // bool : 1
        inline uint64_t bExchangedRoles = 0x59; // bool : 2
        inline uint64_t bNetLoadOnClient = 0x59; // bool : 3
        inline uint64_t bNetUseOwnerRelevancy = 0x59; // bool : 4
        inline uint64_t bRelevantForNetworkReplays = 0x59; // bool : 5
        inline uint64_t bRelevantForLevelBounds = 0x59; // bool : 6
        inline uint64_t bReplayRewindable = 0x59; // bool : 7
        inline uint64_t bAllowTickBeforeBeginPlay = 0x5a; // bool : 0
        inline uint64_t bAutoDestroyWhenFinished = 0x5a; // bool : 1
        inline uint64_t bCanBeDamaged = 0x5a; // bool : 2
        inline uint64_t bBlockInput = 0x5a; // bool : 3
        inline uint64_t bCollideWhenPlacing = 0x5a; // bool : 4
        inline uint64_t bFindCameraComponentWhenViewTarget = 0x5a; // bool : 5
        inline uint64_t bGenerateOverlapEventsDuringLevelStreaming = 0x5a; // bool : 6
        inline uint64_t bIgnoresOriginShifting = 0x5a; // bool : 7
        inline uint64_t bEnableAutoLODGeneration = 0x5b; // bool : 0
        inline uint64_t bIsEditorOnlyActor = 0x5b; // bool : 1
        inline uint64_t bReplicates = 0x5b; // bool : 3
        inline uint64_t bCanBeInCluster = 0x5b; // bool : 4
        inline uint64_t bAllowReceiveTickEventOnDedicatedServer = 0x5b; // bool : 5
        inline uint64_t bReplicateUsingRegisteredSubObjectList = 0x5b; // bool : 7
        inline uint64_t bActorEnableCollision = 0x5d; // bool : 0
        inline uint64_t bActorIsBeingDestroyed = 0x5d; // bool : 1
        inline uint64_t bAsyncPhysicsTickEnabled = 0x5d; // bool : 7
        inline uint64_t UpdateOverlapsMethodDuringLevelStreaming = 0x5e; // EActorUpdateOverlapsMethod
        inline uint64_t DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5f; // EActorUpdateOverlapsMethod
        inline uint64_t RemoteRole = 0x60; // ENetRole
        inline uint64_t InitialLifeSpan = 0x64; // float
        inline uint64_t CustomTimeDilation = 0x68; // float
        inline uint64_t RayTracingGroupId = 0x6c; // int32
        inline uint64_t AttachmentReplication = 0x70; // FRepAttachment
        inline uint64_t ReplicatedMovement = 0xd0; // FRepMovement
        inline uint64_t Owner = 0x158; // Actor*
        inline uint64_t NetDriverName = 0x160; // FName
        inline uint64_t Role = 0x164; // ENetRole
        inline uint64_t NetDormancy = 0x165; // ENetDormancy
        inline uint64_t SpawnCollisionHandlingMethod = 0x166; // ESpawnActorCollisionHandlingMethod
        inline uint64_t AutoReceiveInput = 0x167; // EAutoReceiveInput
        inline uint64_t InputPriority = 0x168; // int32
        inline uint64_t InputComponent = 0x170; // InputComponent*
        inline uint64_t NetTag = 0x178; // int32
        inline uint64_t NetCullDistanceSquared = 0x17c; // float
        inline uint64_t NetUpdateFrequency = 0x180; // float
        inline uint64_t MinNetUpdateFrequency = 0x184; // float
        inline uint64_t NetPriority = 0x188; // float
        inline uint64_t PhysicsReplicationMode = 0x18c; // EPhysicsReplicationMode
        inline uint64_t Instigator = 0x198; // Pawn*
        inline uint64_t Children = 0x1a0; // TArray<Actor*>
        inline uint64_t RootComponent = 0x1b0; // SceneComponent*
        inline uint64_t HLODLayer = 0x1c0; // HLODLayer*
        inline uint64_t Layers = 0x1c8; // TArray<FName>
        inline uint64_t ParentComponent = 0x1d8; // TWeakObjectPtr<ChildActorComponent>
        inline uint64_t Tags = 0x1f0; // TArray<FName>
        inline uint64_t OnTakeAnyDamage = 0x200; // MulticastSparseDelegateProperty
        inline uint64_t OnTakePointDamage = 0x201; // MulticastSparseDelegateProperty
        inline uint64_t OnTakeRadialDamage = 0x202; // MulticastSparseDelegateProperty
        inline uint64_t OnActorBeginOverlap = 0x203; // MulticastSparseDelegateProperty
        inline uint64_t OnActorEndOverlap = 0x204; // MulticastSparseDelegateProperty
        inline uint64_t OnBeginCursorOver = 0x205; // MulticastSparseDelegateProperty
        inline uint64_t OnEndCursorOver = 0x206; // MulticastSparseDelegateProperty
        inline uint64_t OnClicked = 0x207; // MulticastSparseDelegateProperty
        inline uint64_t OnReleased = 0x208; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchBegin = 0x209; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnd = 0x20a; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnter = 0x20b; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchLeave = 0x20c; // MulticastSparseDelegateProperty
        inline uint64_t OnActorHit = 0x20d; // MulticastSparseDelegateProperty
        inline uint64_t OnDestroyed = 0x20e; // MulticastSparseDelegateProperty
        inline uint64_t OnEndPlay = 0x20f; // MulticastSparseDelegateProperty
        inline uint64_t InstanceComponents = 0x250; // TArray<ActorComponent*>
        inline uint64_t BlueprintCreatedComponents = 0x260; // TArray<ActorComponent*>
    }

    namespace World {
        inline uint64_t PersistentLevel = 0x40; // Level*
        inline uint64_t NetDriver = 0x48; // NetDriver*
        inline uint64_t LineBatcher = 0x50; // LineBatchComponent*
        inline uint64_t PersistentLineBatcher = 0x58; // LineBatchComponent*
        inline uint64_t ForegroundLineBatcher = 0x60; // LineBatchComponent*
        inline uint64_t NetworkManager = 0x68; // GameNetworkManager*
        inline uint64_t PhysicsCollisionHandler = 0x70; // PhysicsCollisionHandler*
        inline uint64_t PhysicsQueryHandler = 0x78; // PhysicsQueryHandler*
        inline uint64_t ExtraReferencedObjects = 0x80; // TArray<Object*>
        inline uint64_t PerModuleDataObjects = 0x90; // TArray<Object*>
        inline uint64_t StreamingLevels = 0xb0; // TArray<LevelStreaming*>
        inline uint64_t StreamingLevelsToConsider = 0xc0; // FStreamingLevelsToConsider
        inline uint64_t ServerStreamingLevelsVisibility = 0xe8; // ServerStreamingLevelsVisibility*
        inline uint64_t StreamingLevelsPrefix = 0xf0; // FString
        inline uint64_t LineBatchers = 0x110; // LineBatchComponent*
        inline uint64_t MakingVisibleLevels = 0x140; // TArray<Level*>
        inline uint64_t MakingInvisibleLevels = 0x150; // TArray<Level*>
        inline uint64_t DemoNetDriver = 0x160; // DemoNetDriver*
        inline uint64_t DefaultPhysicsVolume = 0x168; // PhysicsVolume*
        inline uint64_t bAreConstraintsDirty = 0x1a7; // bool : 0
        inline uint64_t NavigationSystem = 0x1c8; // NavigationSystemBase*
        inline uint64_t AuthorityGameMode = 0x1d0; // GameModeBase*
        inline uint64_t GameState = 0x1d8; // GameStateBase*
        inline uint64_t AISystem = 0x1e0; // AISystemBase*
        inline uint64_t AvoidanceManager = 0x1e8; // AvoidanceManager*
        inline uint64_t Levels = 0x1f0; // TArray<Level*>
        inline uint64_t LevelCollections = 0x200; // TArray<FLevelCollection>
        inline uint64_t OwningGameInstance = 0x250; // GameInstance*
        inline uint64_t ParameterCollectionInstances = 0x258; // TArray<MaterialParameterCollectionInstance*>
        inline uint64_t CanvasForRenderingToTarget = 0x268; // canvas*
        inline uint64_t CanvasForDrawMaterialToRenderTarget = 0x270; // canvas*
        inline uint64_t PhysicsField = 0x2e8; // PhysicsFieldComponent*
        inline uint64_t ComponentsThatNeedPreEndOfFrameSync = 0x2f0; // TSet<MulticastSparseDelegateProperty>
        inline uint64_t ComponentsThatNeedPreEndOfFrameSync_AsyncTick = 0x300; // TSet<MulticastSparseDelegateProperty>
        inline uint64_t ComponentsThatNeedEndOfFrameUpdate = 0x310; // TArray<ActorComponent*>
        inline uint64_t ComponentsThatNeedEndOfFrameUpdate_AsyncTick = 0x320; // TArray<ActorComponent*>
        inline uint64_t ComponentsThatNeedEndOfFrameUpdate_OnGameThread = 0x330; // TArray<ActorComponent*>
        inline uint64_t ComponentsThatNeedEndOfFrameMarkRenderStateDirty = 0x340; // TArray<ActorComponent*>
        inline uint64_t WorldComposition = 0x828; // WorldComposition*
        inline uint64_t ContentBundleManager = 0x830; // ContentBundleManager*
    }

    namespace Level {
        inline uint64_t OwningWorld = 0x78; // World*
        inline uint64_t Model = 0x80; // Model*
        inline uint64_t ModelComponents = 0x88; // TArray<ModelComponent*>
        inline uint64_t ActorCluster = 0x98; // LevelActorContainer*
        inline uint64_t NumTextureStreamingUnbuiltComponents = 0xa0; // int32
        inline uint64_t NumTextureStreamingDirtyResources = 0xa4; // int32
        inline uint64_t LevelScriptActor = 0xa8; // LevelScriptActor*
        inline uint64_t NavListStart = 0xb0; // NavigationObjectBase*
        inline uint64_t NavListEnd = 0xb8; // NavigationObjectBase*
        inline uint64_t NavDataChunks = 0xc0; // TArray<NavigationDataChunk*>
        inline uint64_t LightmapTotalSize = 0xd0; // float
        inline uint64_t ShadowmapTotalSize = 0xd4; // float
        inline uint64_t StaticNavigableGeometry = 0xd8; // TArray<FVector>
        inline uint64_t StreamingTextureGuids = 0xe8; // TArray<FGuid>
        inline uint64_t StreamingTextures = 0xf8; // TArray<FName>
        inline uint64_t PackedTextureStreamingQualityLevelFeatureLevel = 0x108; // uint32
        inline uint64_t LevelBuildDataId = 0x228; // FGuid
        inline uint64_t MapBuildData = 0x238; // MapBuildDataRegistry*
        inline uint64_t LightBuildLevelOffset = 0x240; // FIntVector
        inline uint64_t bIsLightingScenario = 0x258; // bool : 0
        inline uint64_t bTextureStreamingRotationChanged = 0x258; // bool : 3
        inline uint64_t bStaticComponentsRegisteredInStreamingManager = 0x258; // bool : 4
        inline uint64_t bIsVisible = 0x258; // bool : 5
        inline uint64_t bIsPartitioned = 0x25b; // bool : 1
        inline uint64_t WorldSettings = 0x2c8; // WorldSettings*
        inline uint64_t WorldDataLayers = 0x2d0; // WorldDataLayers*
        inline uint64_t WorldPartitionRuntimeCell = 0x2d8; // TSoftObjectPtr<WorldPartitionRuntimeCell>
        inline uint64_t AssetUserData = 0x320; // TArray<AssetUserData*>
        inline uint64_t DestroyedReplicatedStaticActors = 0x340; // TArray<FReplicatedStaticActorDestructionInfo>
    }

    namespace GameInstance {
        inline uint64_t LocalPlayers = 0x38; // TArray<LocalPlayer*>
        inline uint64_t OnlineSession = 0x48; // OnlineSession*
        inline uint64_t ReferencedObjects = 0x50; // TArray<Object*>
        inline uint64_t OnPawnControllerChangedDelegates = 0x78; // MulticastInlineDelegateProperty
        inline uint64_t OnInputDeviceConnectionChange = 0xa0; // MulticastInlineDelegateProperty
        inline uint64_t OnUserInputDevicePairingChange = 0xb0; // MulticastInlineDelegateProperty
    }

    namespace Engine {
        inline uint64_t TinyFont = 0x30; // Font*
        inline uint64_t TinyFontName = 0x38; // FSoftObjectPath
        inline uint64_t SmallFont = 0x50; // Font*
        inline uint64_t SmallFontName = 0x58; // FSoftObjectPath
        inline uint64_t MediumFont = 0x70; // Font*
        inline uint64_t MediumFontName = 0x78; // FSoftObjectPath
        inline uint64_t LargeFont = 0x90; // Font*
        inline uint64_t LargeFontName = 0x98; // FSoftObjectPath
        inline uint64_t SubtitleFont = 0xb0; // Font*
        inline uint64_t SubtitleFontName = 0xb8; // FSoftObjectPath
        inline uint64_t MonospaceFont = 0xd0; // Font*
        inline uint64_t MonospaceFontName = 0xd8; // FSoftObjectPath
        inline uint64_t AdditionalFonts = 0xf0; // TArray<Font*>
        inline uint64_t AdditionalFontNames = 0x100; // TArray<FString>
        inline uint64_t ConsoleClass = 0x110; // Class*
        inline uint64_t ConsoleClassName = 0x118; // FSoftClassPath
        inline uint64_t GameViewportClientClass = 0x130; // Class*
        inline uint64_t GameViewportClientClassName = 0x138; // FSoftClassPath
        inline uint64_t LocalPlayerClass = 0x150; // Class*
        inline uint64_t LocalPlayerClassName = 0x158; // FSoftClassPath
        inline uint64_t WorldSettingsClass = 0x170; // Class*
        inline uint64_t WorldSettingsClassName = 0x178; // FSoftClassPath
        inline uint64_t NavigationSystemClassName = 0x190; // FSoftClassPath
        inline uint64_t NavigationSystemClass = 0x1a8; // Class*
        inline uint64_t NavigationSystemConfigClassName = 0x1b0; // FSoftClassPath
        inline uint64_t NavigationSystemConfigClass = 0x1c8; // Class*
        inline uint64_t SceneGraphNavigationSystemOverrideClassName = 0x1d0; // FSoftClassPath
        inline uint64_t SceneGraphNavMeshBoundsVolumeClassName = 0x1e8; // FSoftClassPath
        inline uint64_t AvoidanceManagerClassName = 0x200; // FSoftClassPath
        inline uint64_t AvoidanceManagerClass = 0x218; // Class*
        inline uint64_t AIControllerClassName = 0x220; // FSoftClassPath
        inline uint64_t PhysicsCollisionHandlerClass = 0x238; // Class*
        inline uint64_t PhysicsCollisionHandlerClassName = 0x240; // FSoftClassPath
        inline uint64_t GameUserSettingsClassName = 0x258; // FSoftClassPath
        inline uint64_t GameUserSettingsClass = 0x270; // Class*
        inline uint64_t GameUserSettings = 0x278; // GameUserSettings*
        inline uint64_t LevelScriptActorClass = 0x280; // Class*
        inline uint64_t LevelScriptActorClassName = 0x288; // FSoftClassPath
        inline uint64_t DefaultBlueprintBaseClassName = 0x2a0; // FSoftClassPath
        inline uint64_t GameSingletonClassName = 0x2b8; // FSoftClassPath
        inline uint64_t GameSingleton = 0x2d0; // Object*
        inline uint64_t AssetManagerClassName = 0x2d8; // FSoftClassPath
        inline uint64_t AssetManager = 0x2f0; // AssetManager*
        inline uint64_t DefaultTexture = 0x2f8; // Texture2D*
        inline uint64_t DefaultTextureName = 0x300; // FSoftObjectPath
        inline uint64_t DefaultDiffuseTexture = 0x318; // Texture*
        inline uint64_t DefaultDiffuseTextureName = 0x320; // FSoftObjectPath
        inline uint64_t DefaultBSPVertexTexture = 0x338; // Texture2D*
        inline uint64_t DefaultBSPVertexTextureName = 0x340; // FSoftObjectPath
        inline uint64_t HighFrequencyNoiseTexture = 0x358; // Texture2D*
        inline uint64_t HighFrequencyNoiseTextureName = 0x360; // FSoftObjectPath
        inline uint64_t DefaultBokehTexture = 0x378; // Texture2D*
        inline uint64_t DefaultBokehTextureName = 0x380; // FSoftObjectPath
        inline uint64_t DefaultBloomKernelTexture = 0x398; // Texture2D*
        inline uint64_t DefaultBloomKernelTextureName = 0x3a0; // FSoftObjectPath
        inline uint64_t DefaultFilmGrainTexture = 0x3b8; // Texture2D*
        inline uint64_t DefaultFilmGrainTextureName = 0x3c0; // FSoftObjectPath
        inline uint64_t WireframeMaterial = 0x3d8; // Material*
        inline uint64_t WireframeMaterialName = 0x3e0; // FString
        inline uint64_t DebugMeshMaterial = 0x3f0; // Material*
        inline uint64_t DebugMeshMaterialName = 0x3f8; // FSoftObjectPath
        inline uint64_t NaniteHiddenSectionMaterial = 0x410; // Material*
        inline uint64_t NaniteHiddenSectionMaterialName = 0x418; // FString
        inline uint64_t EmissiveMeshMaterial = 0x428; // Material*
        inline uint64_t EmissiveMeshMaterialName = 0x430; // FSoftObjectPath
        inline uint64_t LevelColorationLitMaterial = 0x448; // Material*
        inline uint64_t LevelColorationLitMaterialName = 0x450; // FString
        inline uint64_t LevelColorationUnlitMaterial = 0x460; // Material*
        inline uint64_t LevelColorationUnlitMaterialName = 0x468; // FString
        inline uint64_t LightingTexelDensityMaterial = 0x478; // Material*
        inline uint64_t LightingTexelDensityName = 0x480; // FString
        inline uint64_t ShadedLevelColorationLitMaterial = 0x490; // Material*
        inline uint64_t ShadedLevelColorationLitMaterialName = 0x498; // FString
        inline uint64_t ShadedLevelColorationUnlitMaterial = 0x4a8; // Material*
        inline uint64_t ShadedLevelColorationUnlitMaterialName = 0x4b0; // FString
        inline uint64_t RemoveSurfaceMaterial = 0x4c0; // Material*
        inline uint64_t RemoveSurfaceMaterialName = 0x4c8; // FSoftObjectPath
        inline uint64_t VertexColorMaterial = 0x4e0; // Material*
        inline uint64_t VertexColorMaterialName = 0x4e8; // FString
        inline uint64_t VertexColorViewModeMaterial_ColorOnly = 0x4f8; // Material*
        inline uint64_t VertexColorViewModeMaterialName_ColorOnly = 0x500; // FString
        inline uint64_t VertexColorViewModeMaterial_AlphaAsColor = 0x510; // Material*
        inline uint64_t VertexColorViewModeMaterialName_AlphaAsColor = 0x518; // FString
        inline uint64_t VertexColorViewModeMaterial_RedOnly = 0x528; // Material*
        inline uint64_t VertexColorViewModeMaterialName_RedOnly = 0x530; // FString
        inline uint64_t VertexColorViewModeMaterial_GreenOnly = 0x540; // Material*
        inline uint64_t VertexColorViewModeMaterialName_GreenOnly = 0x548; // FString
        inline uint64_t VertexColorViewModeMaterial_BlueOnly = 0x558; // Material*
        inline uint64_t VertexColorViewModeMaterialName_BlueOnly = 0x560; // FString
        inline uint64_t TextureColorViewModeMaterial = 0x570; // Material*
        inline uint64_t TextureColorViewModeMaterialName = 0x578; // FString
        inline uint64_t DefaultZenStreamingTextureName = 0x588; // FSoftObjectPath
        inline uint64_t DebugEditorMaterialName = 0x5a0; // FSoftObjectPath
        inline uint64_t ConstraintLimitMaterial = 0x5b8; // Material*
        inline uint64_t ConstraintLimitMaterialX = 0x5c0; // MaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialXAxis = 0x5c8; // MaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialY = 0x5d0; // MaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialYAxis = 0x5d8; // MaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialZ = 0x5e0; // MaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialZAxis = 0x5e8; // MaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialPrismatic = 0x5f0; // MaterialInstanceDynamic*
        inline uint64_t InvalidLightmapSettingsMaterial = 0x5f8; // Material*
        inline uint64_t InvalidLightmapSettingsMaterialName = 0x600; // FSoftObjectPath
        inline uint64_t PreviewShadowsIndicatorMaterial = 0x618; // Material*
        inline uint64_t PreviewShadowsIndicatorMaterialName = 0x620; // FSoftObjectPath
        inline uint64_t ArrowMaterial = 0x638; // Material*
        inline uint64_t ArrowMaterialYellow = 0x640; // MaterialInstanceDynamic*
        inline uint64_t ArrowMaterialName = 0x648; // FSoftObjectPath
        inline uint64_t LightingOnlyBrightness = 0x660; // FLinearColor
        inline uint64_t ShaderComplexityColors = 0x670; // TArray<FLinearColor>
        inline uint64_t QuadComplexityColors = 0x680; // TArray<FLinearColor>
        inline uint64_t LightComplexityColors = 0x690; // TArray<FLinearColor>
        inline uint64_t StationaryLightOverlapColors = 0x6a0; // TArray<FLinearColor>
        inline uint64_t LODColorationColors = 0x6b0; // TArray<FLinearColor>
        inline uint64_t HLODColorationColors = 0x6c0; // TArray<FLinearColor>
        inline uint64_t StreamingAccuracyColors = 0x6d0; // TArray<FLinearColor>
        inline uint64_t StreamingDeficitColors = 0x6e0; // TArray<FLinearColor>
        inline uint64_t GPUSkinCacheVisualizationExcludedColor = 0x6f0; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationIncludedColor = 0x700; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationRecomputeTangentsColor = 0x710; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationLowMemoryThresholdInMB = 0x720; // float
        inline uint64_t GPUSkinCacheVisualizationHighMemoryThresholdInMB = 0x724; // float
        inline uint64_t GPUSkinCacheVisualizationLowMemoryColor = 0x728; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationMidMemoryColor = 0x738; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationHighMemoryColor = 0x748; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationRayTracingLODOffsetColors = 0x758; // TArray<FLinearColor>
        inline uint64_t MaxPixelShaderAdditiveComplexityCount = 0x768; // float
        inline uint64_t MaxES3PixelShaderAdditiveComplexityCount = 0x76c; // float
        inline uint64_t MinLightMapDensity = 0x770; // float
        inline uint64_t IdealLightMapDensity = 0x774; // float
        inline uint64_t MaxLightMapDensity = 0x778; // float
        inline uint64_t bRenderLightMapDensityGrayscale = 0x77c; // bool : 0
        inline uint64_t RenderLightMapDensityGrayscaleScale = 0x780; // float
        inline uint64_t RenderLightMapDensityColorScale = 0x784; // float
        inline uint64_t LightMapDensityVertexMappedColor = 0x788; // FLinearColor
        inline uint64_t LightMapDensitySelectedColor = 0x798; // FLinearColor
        inline uint64_t StatColorMappings = 0x7a8; // TArray<FStatColorMapping>
        inline uint64_t DefaultPhysMaterial = 0x7b8; // PhysicalMaterial*
        inline uint64_t DefaultPhysMaterialName = 0x7c0; // FSoftObjectPath
        inline uint64_t DefaultDestructiblePhysMaterial = 0x7d8; // PhysicalMaterial*
        inline uint64_t DefaultDestructiblePhysMaterialName = 0x7e0; // FSoftObjectPath
        inline uint64_t ActiveGameNameRedirects = 0x7f8; // TArray<FGameNameRedirect>
        inline uint64_t ActiveClassRedirects = 0x808; // TArray<FClassRedirect>
        inline uint64_t ActivePluginRedirects = 0x818; // TArray<FPluginRedirect>
        inline uint64_t ActiveStructRedirects = 0x828; // TArray<FStructRedirect>
        inline uint64_t PreIntegratedSkinBRDFTexture = 0x838; // Texture2D*
        inline uint64_t PreIntegratedSkinBRDFTextureName = 0x840; // FSoftObjectPath
        inline uint64_t BlueNoiseScalarTexture = 0x858; // Texture2D*
        inline uint64_t BlueNoiseVec2Texture = 0x860; // Texture2D*
        inline uint64_t BlueNoiseScalarTextureName = 0x868; // FSoftObjectPath
        inline uint64_t BlueNoiseScalarMobileTextureName = 0x880; // FSoftObjectPath
        inline uint64_t BlueNoiseVec2TextureName = 0x898; // FSoftObjectPath
        inline uint64_t GGXLTCAmpTexture = 0x8b0; // Texture2D*
        inline uint64_t GGXLTCAmpTextureName = 0x8b8; // FSoftObjectPath
        inline uint64_t GGXLTCMatTexture = 0x8d0; // Texture2D*
        inline uint64_t GGXLTCMatTextureName = 0x8d8; // FSoftObjectPath
        inline uint64_t SheenLTCTexture = 0x8f0; // Texture2D*
        inline uint64_t SheenLTCTextureName = 0x8f8; // FSoftObjectPath
        inline uint64_t GGXReflectionEnergyTexture = 0x910; // Texture2D*
        inline uint64_t GGXReflectionEnergyTextureName = 0x918; // FSoftObjectPath
        inline uint64_t GGXTransmissionEnergyTexture = 0x930; // Texture2D*
        inline uint64_t GGXTransmissionEnergyTextureName = 0x938; // FSoftObjectPath
        inline uint64_t SheenEnergyTexture = 0x950; // Texture2D*
        inline uint64_t SheenLegacyEnergyTextureName = 0x958; // FSoftObjectPath
        inline uint64_t SheenEnergyTextureName = 0x970; // FSoftObjectPath
        inline uint64_t DiffuseEnergyTexture = 0x988; // Texture2D*
        inline uint64_t DiffuseEnergyTextureName = 0x990; // FSoftObjectPath
        inline uint64_t GGXMaxSpecEnergyTexture = 0x9a8; // Texture2D*
        inline uint64_t GGXMaxSpecEnergyTextureName = 0x9b0; // FSoftObjectPath
        inline uint64_t GlintTexture = 0x9c8; // Texture2DArray*
        inline uint64_t GlintTexture2 = 0x9d0; // Texture2DArray*
        inline uint64_t GlintTextureName = 0x9d8; // FSoftObjectPath
        inline uint64_t GlintTexture2Name = 0x9f0; // FSoftObjectPath
        inline uint64_t HairDualScatteringTexture = 0xa08; // VolumeTexture*
        inline uint64_t HairDualScatteringTextureName = 0xa10; // FSoftObjectPath
        inline uint64_t HairDirectionalAlbedoTexture = 0xa28; // VolumeTexture*
        inline uint64_t HairDirectionalAlbedoTextureName = 0xa30; // FSoftObjectPath
        inline uint64_t HairCoverageTexture = 0xa48; // Texture2D*
        inline uint64_t HairCoverageTextureName = 0xa50; // FSoftObjectPath
        inline uint64_t SimpleVolumeTexture = 0xa68; // VolumeTexture*
        inline uint64_t SimpleVolumeTextureName = 0xa70; // FSoftObjectPath
        inline uint64_t SimpleVolumeEnvTexture = 0xa88; // VolumeTexture*
        inline uint64_t SimpleVolumeEnvTextureName = 0xa90; // FSoftObjectPath
        inline uint64_t MiniFontTexture = 0xaa8; // Texture2D*
        inline uint64_t MiniFontTextureName = 0xab0; // FSoftObjectPath
        inline uint64_t WeightMapPlaceholderTexture = 0xac8; // Texture*
        inline uint64_t WeightMapArrayPlaceholderTexture = 0xad0; // Texture*
        inline uint64_t WeightMapPlaceholderTextureName = 0xad8; // FSoftObjectPath
        inline uint64_t WeightMapArrayPlaceholderTextureName = 0xaf0; // FSoftObjectPath
        inline uint64_t LightMapDensityTexture = 0xb08; // Texture2D*
        inline uint64_t LightMapDensityTextureName = 0xb10; // FSoftObjectPath
        inline uint64_t SMAAAreaTexture = 0xb28; // Texture2D*
        inline uint64_t SMAAAreaTextureName = 0xb30; // FSoftObjectPath
        inline uint64_t SMAASearchTexture = 0xb48; // Texture2D*
        inline uint64_t SMAASearchTextureName = 0xb50; // FSoftObjectPath
        inline uint64_t GameViewport = 0xb70; // GameViewportClient*
        inline uint64_t DeferredCommands = 0xb78; // TArray<FString>
        inline uint64_t NearClipPlane = 0xb88; // float
        inline uint64_t bSubtitlesEnabled = 0xb8c; // bool : 0
        inline uint64_t bSubtitlesForcedOff = 0xb8c; // bool : 1
        inline uint64_t MaximumLoopIterationCount = 0xb90; // int32
        inline uint64_t bCanBlueprintsTickByDefault = 0xb94; // bool : 0
        inline uint64_t bOptimizeAnimBlueprintMemberVariableAccess = 0xb94; // bool : 1
        inline uint64_t bAllowMultiThreadedAnimationUpdate = 0xb94; // bool : 2
        inline uint64_t bEnableEditorPSysRealtimeLOD = 0xb94; // bool : 3
        inline uint64_t bSmoothFrameRate = 0xb94; // bool : 5
        inline uint64_t bUseFixedFrameRate = 0xb94; // bool : 6
        inline uint64_t FixedFrameRate = 0xb98; // float
        inline uint64_t SmoothedFrameRateRange = 0xb9c; // FloatRange
        inline uint64_t CustomTimestep = 0xbb0; // EngineCustomTimeStep*
        inline uint64_t CustomTimeStepClassName = 0xbd8; // FSoftClassPath
        inline uint64_t TimecodeProvider = 0xbf0; // TimecodeProvider*
        inline uint64_t TimecodeProviderClassName = 0xc18; // FSoftClassPath
        inline uint64_t bGenerateDefaultTimecode = 0xc30; // bool : 0
        inline uint64_t GenerateDefaultTimecodeFrameRate = 0xc34; // FrameRate
        inline uint64_t GenerateDefaultTimecodeFrameDelay = 0xc3c; // float
        inline uint64_t bCheckForMultiplePawnsSpawnedInAFrame = 0xc40; // bool : 0
        inline uint64_t NumPawnsAllowedToBeSpawnedInAFrame = 0xc44; // int32
        inline uint64_t bShouldGenerateLowQualityLightmaps = 0xc48; // bool : 0
        inline uint64_t C_WorldBox = 0xc4c; // FColor
        inline uint64_t C_BrushWire = 0xc50; // FColor
        inline uint64_t C_AddWire = 0xc54; // FColor
        inline uint64_t C_SubtractWire = 0xc58; // FColor
        inline uint64_t C_SemiSolidWire = 0xc5c; // FColor
        inline uint64_t C_NonSolidWire = 0xc60; // FColor
        inline uint64_t C_WireBackground = 0xc64; // FColor
        inline uint64_t C_ScaleBoxHi = 0xc68; // FColor
        inline uint64_t C_VolumeCollision = 0xc6c; // FColor
        inline uint64_t C_BSPCollision = 0xc70; // FColor
        inline uint64_t C_OrthoBackground = 0xc74; // FColor
        inline uint64_t C_Volume = 0xc78; // FColor
        inline uint64_t C_BrushShape = 0xc7c; // FColor
        inline uint64_t GameScreenshotSaveDirectory = 0xc80; // FDirectoryPath
        inline uint64_t UseStaticMeshMinLODPerQualityLevels = 0xc90; // bool : 0
        inline uint64_t UseSkeletalMeshMinLODPerQualityLevels = 0xc91; // bool : 0
        inline uint64_t UseClothAssetMinLODPerQualityLevels = 0xc92; // bool : 0
        inline uint64_t UseGrassVarityPerQualityLevels = 0xc93; // bool : 0
        inline uint64_t TransitionType = 0xc94; // ETransitionType
        inline uint64_t TransitionDescription = 0xc98; // FString
        inline uint64_t TransitionGameMode = 0xca8; // FString
        inline uint64_t bAllowMatureLanguage = 0xcb8; // bool : 0
        inline uint64_t CameraRotationThreshold = 0xcbc; // float
        inline uint64_t CameraTranslationThreshold = 0xcc0; // float
        inline uint64_t PrimitiveProbablyVisibleTime = 0xcc4; // float
        inline uint64_t MaxOcclusionPixelsFraction = 0xcc8; // float
        inline uint64_t bPauseOnLossOfFocus = 0xccc; // bool : 0
        inline uint64_t MaxParticleResize = 0xcd0; // int32
        inline uint64_t MaxParticleResizeWarn = 0xcd4; // int32
        inline uint64_t PendingDroppedNotes = 0xcd8; // TArray<FDropNoteInfo>
        inline uint64_t NetClientTicksPerSecond = 0xce8; // float
        inline uint64_t DisplayGamma = 0xcec; // float
        inline uint64_t DefaultSelectedMaterialColor = 0xcf0; // FLinearColor
        inline uint64_t SelectedMaterialColor = 0xd00; // FLinearColor
        inline uint64_t SelectionOutlineColor = 0xd10; // FLinearColor
        inline uint64_t SubduedSelectionOutlineColor = 0xd20; // FLinearColor
        inline uint64_t SelectedMaterialColorOverride = 0xd30; // FLinearColor
        inline uint64_t bIsOverridingSelectedColor = 0xd40; // bool : 0
        inline uint64_t bEnableOnScreenDebugMessages = 0xd44; // bool : 0
        inline uint64_t bEnableOnScreenDebugMessagesDisplay = 0xd44; // bool : 1
        inline uint64_t bSuppressMapWarnings = 0xd44; // bool : 2
        inline uint64_t bDisableAILogging = 0xd44; // bool : 3
        inline uint64_t bEnableVisualLogRecordingOnStart = 0xd48; // uint32
        inline uint64_t ScreenSaverInhibitorSemaphore = 0xd4c; // int32
        inline uint64_t bLockReadOnlyLevels = 0xd50; // bool : 0
        inline uint64_t ParticleEventManagerClassPath = 0xd58; // FString
        inline uint64_t SelectionHighlightIntensity = 0xd68; // float
        inline uint64_t BSPSelectionHighlightIntensity = 0xd6c; // float
        inline uint64_t SelectionHighlightIntensityBillboards = 0xd70; // float
        inline uint64_t GlobalNetTravelCount = 0xfc8; // uint32
        inline uint64_t NetDriverDefinitions = 0xfd0; // TArray<FNetDriverDefinition>
        inline uint64_t IrisNetDriverConfigs = 0xfe0; // TArray<FIrisNetDriverConfig>
        inline uint64_t ServerActors = 0xff0; // TArray<FString>
        inline uint64_t RuntimeServerActors = 0x1000; // TArray<FString>
        inline uint64_t NetErrorLogInterval = 0x1010; // float
        inline uint64_t bStartedLoadMapMovie = 0x1014; // bool : 0
        inline uint64_t NextWorldContextHandle = 0x1068; // int32
    }

    namespace GameEngine {
        inline uint64_t MaxDeltaTime = 0x10f8; // float
        inline uint64_t ServerFlushLogInterval = 0x10fc; // float
        inline uint64_t GameInstance = 0x1100; // GameInstance*
    }

    namespace LocalPlayer {
        inline uint64_t ViewportClient = 0x78; // GameViewportClient*
        inline uint64_t AspectRatioAxisConstraint = 0xb8; // EAspectRatioAxisConstraint
        inline uint64_t PendingLevelPlayerControllerClass = 0xc0; // Class*
        inline uint64_t bSentSplitJoin = 0xc8; // bool : 0
        inline uint64_t ViewportClientOverride = 0xe0; // ScriptViewportClient*
        inline uint64_t ControllerId = 0xe8; // int32
    }

    namespace Pawn {
        inline uint64_t bUseControllerRotationPitch = 0x278; // bool : 0
        inline uint64_t bUseControllerRotationYaw = 0x278; // bool : 1
        inline uint64_t bUseControllerRotationRoll = 0x278; // bool : 2
        inline uint64_t bCanAffectNavigationGeneration = 0x278; // bool : 3
        inline uint64_t bIsLocalViewTarget = 0x278; // bool : 6
        inline uint64_t BaseEyeHeight = 0x27c; // float
        inline uint64_t AutoPossessPlayer = 0x280; // EAutoReceiveInput
        inline uint64_t AutoPossessAI = 0x281; // EAutoPossessAI
        inline uint64_t RemoteViewPitch16 = 0x282; // uint16
        inline uint64_t RemoteViewPitch = 0x284; // uint8
        inline uint64_t AIControllerClass = 0x288; // Class*
        inline uint64_t PlayerState = 0x290; // PlayerState*
        inline uint64_t LastHitBy = 0x298; // Controller*
        inline uint64_t Controller = 0x2a0; // Controller*
        inline uint64_t PreviousController = 0x2a8; // Controller*
        inline uint64_t ReceiveControllerChangedDelegate = 0x2b4; // MulticastSparseDelegateProperty
        inline uint64_t ReceiveRestartedDelegate = 0x2b5; // MulticastSparseDelegateProperty
        inline uint64_t ControlInputVector = 0x2b8; // FVector
        inline uint64_t LastControlInputVector = 0x2d0; // FVector
        inline uint64_t OverrideInputComponentClass = 0x2e8; // Class*
    }

    namespace Character {
        inline uint64_t Mesh = 0x2f0; // SkeletalMeshComponent*
        inline uint64_t CharacterMovement = 0x2f8; // CharacterMovementComponent*
        inline uint64_t CapsuleComponent = 0x300; // CapsuleComponent*
        inline uint64_t BasedMovement = 0x308; // FBasedMovementInfo
        inline uint64_t ReplicatedBasedMovement = 0x360; // FBasedMovementInfo
        inline uint64_t ReplicatedServerLastTransformUpdateTimeStamp = 0x3b8; // float
        inline uint64_t ReplayLastTransformUpdateTimeStamp = 0x3bc; // float
        inline uint64_t BaseRotationOffset = 0x3c0; // FQuat
        inline uint64_t BaseTranslationOffset = 0x3e0; // FVector
        inline uint64_t ReplicatedGravityDirection = 0x3f8; // FVector_NetQuantizeNormal
        inline uint64_t AnimRootMotionTranslationScale = 0x428; // float
        inline uint64_t CrouchedEyeHeight = 0x42c; // float
        inline uint64_t bInBaseReplication = 0x430; // bool : 0
        inline uint64_t bIsCrouched = 0x430; // bool : 1
        inline uint64_t bProxyIsJumpForceApplied = 0x430; // bool : 2
        inline uint64_t bPressedJump = 0x430; // bool : 3
        inline uint64_t bClientUpdating = 0x430; // bool : 4
        inline uint64_t bClientWasFalling = 0x430; // bool : 5
        inline uint64_t bClientResimulateRootMotion = 0x430; // bool : 6
        inline uint64_t bClientResimulateRootMotionSources = 0x430; // bool : 7
        inline uint64_t bSimGravityDisabled = 0x431; // bool : 0
        inline uint64_t bClientCheckEncroachmentOnNetUpdate = 0x431; // bool : 1
        inline uint64_t bServerMoveIgnoreRootMotion = 0x431; // bool : 2
        inline uint64_t bWasJumping = 0x431; // bool : 3
        inline uint64_t bProxyIsCharacterMovementActive = 0x431; // bool : 4
        inline uint64_t ReplicatedMovementMode = 0x432; // uint8
        inline uint64_t JumpKeyHoldTime = 0x434; // float
        inline uint64_t JumpForceTimeRemaining = 0x438; // float
        inline uint64_t ProxyJumpForceStartedTime = 0x43c; // float
        inline uint64_t JumpMaxHoldTime = 0x440; // float
        inline uint64_t JumpMaxCount = 0x444; // int32
        inline uint64_t JumpCurrentCount = 0x448; // int32
        inline uint64_t JumpCurrentCountPreJump = 0x44c; // int32
        inline uint64_t OnReachedJumpApex = 0x458; // MulticastInlineDelegateProperty
        inline uint64_t LandedDelegate = 0x468; // MulticastInlineDelegateProperty
        inline uint64_t MovementModeChangedDelegate = 0x478; // MulticastInlineDelegateProperty
        inline uint64_t OnCharacterMovementUpdated = 0x488; // MulticastInlineDelegateProperty
        inline uint64_t SavedRootMotion = 0x498; // FRootMotionSourceGroup
        inline uint64_t ClientRootMotionParams = 0x4e0; // FRootMotionMovementParams
        inline uint64_t RootMotionRepMoves = 0x550; // TArray<FSimulatedRootMotionReplicatedMove>
        inline uint64_t RepRootMotion = 0x560; // FRepRootMotionMontage
    }

    namespace Controller {
        inline uint64_t PlayerState = 0x278; // PlayerState*
        inline uint64_t OnInstigatedAnyDamage = 0x288; // MulticastInlineDelegateProperty
        inline uint64_t OnPossessedPawnChanged = 0x298; // MulticastInlineDelegateProperty
        inline uint64_t StateName = 0x2a8; // FName
        inline uint64_t Pawn = 0x2b0; // Pawn*
        inline uint64_t Character = 0x2c0; // Character*
        inline uint64_t TransformComponent = 0x2c8; // SceneComponent*
        inline uint64_t ControlRotation = 0x2e8; // FRotator
        inline uint64_t bAttachToPawn = 0x300; // bool : 0
    }

    namespace PlayerController {
        inline uint64_t player = 0x310; // player*
        inline uint64_t AcknowledgedPawn = 0x318; // Pawn*
        inline uint64_t MyHUD = 0x320; // HUD*
        inline uint64_t PlayerCameraManager = 0x328; // PlayerCameraManager*
        inline uint64_t PlayerCameraManagerClass = 0x330; // Class*
        inline uint64_t bAutoManageActiveCameraTarget = 0x338; // bool : 0
        inline uint64_t TargetViewRotation = 0x340; // FRotator
        inline uint64_t SmoothTargetViewRotationSpeed = 0x370; // float
        inline uint64_t HiddenActors = 0x378; // TArray<Actor*>
        inline uint64_t HiddenPrimitiveComponents = 0x388; // TArray<TWeakObjectPtr<PrimitiveComponent>>
        inline uint64_t LastSpectatorStateSynchTime = 0x39c; // float
        inline uint64_t LastSpectatorSyncLocation = 0x3a0; // FVector
        inline uint64_t LastSpectatorSyncRotation = 0x3b8; // FRotator
        inline uint64_t ClientCap = 0x3d0; // int32
        inline uint64_t CheatManager = 0x3d8; // CheatManager*
        inline uint64_t CheatClass = 0x3e0; // Class*
        inline uint64_t PlayerInput = 0x3e8; // PlayerInput*
        inline uint64_t ActiveForceFeedbackEffects = 0x3f0; // TArray<FActiveForceFeedbackEffect>
        inline uint64_t bPlayerIsWaiting = 0x480; // bool : 4
        inline uint64_t NetPlayerIndex = 0x484; // uint8
        inline uint64_t PendingSwapConnection = 0x4a0; // NetConnection*
        inline uint64_t NetConnection = 0x4a8; // NetConnection*
        inline uint64_t InputYawScale = 0x4c8; // float
        inline uint64_t InputPitchScale = 0x4cc; // float
        inline uint64_t InputRollScale = 0x4d0; // float
        inline uint64_t bShowMouseCursor = 0x4d4; // bool : 0
        inline uint64_t bEnableClickEvents = 0x4d4; // bool : 1
        inline uint64_t bEnableTouchEvents = 0x4d4; // bool : 2
        inline uint64_t bEnableMouseOverEvents = 0x4d4; // bool : 3
        inline uint64_t bEnableTouchOverEvents = 0x4d4; // bool : 4
        inline uint64_t bForceFeedbackEnabled = 0x4d4; // bool : 5
        inline uint64_t bEnableMotionControls = 0x4d4; // bool : 6
        inline uint64_t bEnableStreamingSource = 0x4d4; // bool : 7
        inline uint64_t bStreamingSourceShouldActivate = 0x4d5; // bool : 0
        inline uint64_t bStreamingSourceShouldBlockOnSlowStreaming = 0x4d5; // bool : 1
        inline uint64_t StreamingSourcePriority = 0x4d8; // EStreamingSourcePriority
        inline uint64_t StreamingSourceDebugColor = 0x4dc; // FColor
        inline uint64_t StreamingSourceShapes = 0x4e0; // TArray<FStreamingSourceShape>
        inline uint64_t ForceFeedbackScale = 0x4f0; // float
        inline uint64_t ClickEventKeys = 0x4f8; // TArray<FKey>
        inline uint64_t DefaultMouseCursor = 0x508; // EMouseCursor
        inline uint64_t CurrentMouseCursor = 0x509; // EMouseCursor
        inline uint64_t DefaultClickTraceChannel = 0x50a; // ECollisionChannel
        inline uint64_t CurrentClickTraceChannel = 0x50b; // ECollisionChannel
        inline uint64_t HitResultTraceDistance = 0x50c; // float
        inline uint64_t SeamlessTravelCount = 0x510; // uint16
        inline uint64_t LastCompletedSeamlessTravelCount = 0x512; // uint16
        inline uint64_t InactiveStateInputComponent = 0x598; // InputComponent*
        inline uint64_t bShouldPerformFullTickWhenPaused = 0x5a0; // bool : 2
        inline uint64_t CurrentTouchInterface = 0x5b8; // TouchInterface*
        inline uint64_t OverridePlayerInputClass = 0x5c0; // Class*
        inline uint64_t SpectatorPawn = 0x640; // SpectatorPawn*
        inline uint64_t bIsLocalPlayerController = 0x64c; // bool : 0
        inline uint64_t SpawnLocation = 0x650; // FVector
        inline uint64_t CachedConnectionPlayerId = 0x698; // FUniqueNetIdRepl
        inline uint64_t ClientHandshakeId = 0x6c8; // uint32
    }

    namespace PlayerState {
        inline uint64_t Score = 0x270; // float
        inline uint64_t PlayerID = 0x274; // int32
        inline uint64_t CompressedPing = 0x278; // uint8
        inline uint64_t bShouldUpdateReplicatedPing = 0x27a; // bool : 0
        inline uint64_t bIsSpectator = 0x27a; // bool : 1
        inline uint64_t bOnlySpectator = 0x27a; // bool : 2
        inline uint64_t bIsABot = 0x27a; // bool : 3
        inline uint64_t bIsInactive = 0x27a; // bool : 5
        inline uint64_t bFromPreviousLevel = 0x27a; // bool : 6
        inline uint64_t StartTime = 0x27c; // int32
        inline uint64_t UniqueID = 0x280; // FUniqueNetIdRepl
        inline uint64_t EngineMessageClass = 0x2b0; // Class*
        inline uint64_t SavedNetworkAddress = 0x2c0; // FString
        inline uint64_t OnPawnSet = 0x2d8; // MulticastInlineDelegateProperty
        inline uint64_t PawnPrivate = 0x2e8; // Pawn*
        inline uint64_t PlayerNamePrivate = 0x308; // FString
    }

    namespace GameStateBase {
        inline uint64_t GameModeClass = 0x270; // Class*
        inline uint64_t AuthorityGameMode = 0x278; // GameModeBase*
        inline uint64_t SpectatorClass = 0x280; // Class*
        inline uint64_t PlayerArray = 0x288; // TArray<PlayerState*>
        inline uint64_t bReplicatedHasBegunPlay = 0x298; // bool : 0
        inline uint64_t ReplicatedWorldTimeSecondsDouble = 0x2a0; // double
        inline uint64_t ServerWorldTimeSecondsDelta = 0x2a8; // float
        inline uint64_t ServerWorldTimeSecondsUpdateFrequency = 0x2ac; // float
    }

    namespace GameState {
        inline uint64_t MatchState = 0x2c8; // FName
        inline uint64_t PreviousMatchState = 0x2cc; // FName
        inline uint64_t ElapsedTime = 0x2d0; // int32
    }

    namespace GameModeBase {
        inline uint64_t OptionsString = 0x270; // FString
        inline uint64_t GameSessionClass = 0x280; // Class*
        inline uint64_t GameStateClass = 0x288; // Class*
        inline uint64_t PlayerControllerClass = 0x290; // Class*
        inline uint64_t PlayerStateClass = 0x298; // Class*
        inline uint64_t HUDClass = 0x2a0; // Class*
        inline uint64_t DefaultPawnClass = 0x2a8; // Class*
        inline uint64_t SpectatorClass = 0x2b0; // Class*
        inline uint64_t ReplaySpectatorPlayerControllerClass = 0x2b8; // Class*
        inline uint64_t ServerStatReplicatorClass = 0x2c0; // Class*
        inline uint64_t GameSession = 0x2c8; // GameSession*
        inline uint64_t GameState = 0x2d0; // GameStateBase*
        inline uint64_t ServerStatReplicator = 0x2d8; // ServerStatReplicator*
        inline uint64_t DefaultPlayerName = 0x2e0; // FText
        inline uint64_t bUseSeamlessTravel = 0x2f0; // bool : 0
        inline uint64_t bStartPlayersAsSpectators = 0x2f0; // bool : 1
        inline uint64_t bPauseable = 0x2f0; // bool : 2
        inline uint64_t GameNetDriverReplicationSystem = 0x2f4; // EReplicationSystem
    }

    namespace HUD {
        inline uint64_t PlayerOwner = 0x270; // PlayerController*
        inline uint64_t bLostFocusPaused = 0x278; // bool : 0
        inline uint64_t bShowHUD = 0x278; // bool : 1
        inline uint64_t bShowDebugInfo = 0x278; // bool : 2
        inline uint64_t CurrentTargetIndex = 0x27c; // int32
        inline uint64_t bShowHitBoxDebugInfo = 0x280; // bool : 0
        inline uint64_t bShowOverlays = 0x280; // bool : 1
        inline uint64_t bEnableDebugTextShadow = 0x280; // bool : 2
        inline uint64_t PostRenderedActors = 0x288; // TArray<Actor*>
        inline uint64_t DebugDisplay = 0x2a0; // TArray<FName>
        inline uint64_t ToggledDebugCategories = 0x2b0; // TArray<FName>
        inline uint64_t canvas = 0x2c0; // canvas*
        inline uint64_t DebugCanvas = 0x2c8; // canvas*
        inline uint64_t DebugTextList = 0x2d0; // TArray<FDebugTextInfo>
        inline uint64_t ShowDebugTargetDesiredClass = 0x2e0; // Class*
        inline uint64_t ShowDebugTargetActor = 0x2e8; // Actor*
    }

    namespace PlayerCameraManager {
        inline uint64_t PCOwner = 0x270; // PlayerController*
        inline uint64_t TransformComponent = 0x278; // SceneComponent*
        inline uint64_t DefaultFOV = 0x284; // float
        inline uint64_t DefaultOrthoWidth = 0x28c; // float
        inline uint64_t DefaultAspectRatio = 0x294; // float
        inline uint64_t ViewTarget = 0x300; // FTViewTarget
        inline uint64_t PendingViewTarget = 0xc30; // FTViewTarget
        inline uint64_t CameraCachePrivate = 0x1590; // FCameraCacheEntry
        inline uint64_t LastFrameCameraCachePrivate = 0x1eb0; // FCameraCacheEntry
        inline uint64_t ModifierList = 0x27d0; // TArray<CameraModifier*>
        inline uint64_t DefaultModifiers = 0x27e0; // TArray<Class*>
        inline uint64_t FreeCamDistance = 0x27f0; // float
        inline uint64_t FreeCamOffset = 0x27f8; // FVector
        inline uint64_t ViewTargetOffset = 0x2810; // FVector
        inline uint64_t OnAudioFadeChangeEvent = 0x2828; // MulticastInlineDelegateProperty
        inline uint64_t CameraLensEffects = 0x2850; // TArray<TScriptInterface<CameraLensEffectInterface>>
        inline uint64_t CachedCameraShakeMod = 0x2860; // CameraModifier_CameraShake*
        inline uint64_t PostProcessBlendCache = 0x2868; // TArray<FPostProcessSettings>
        inline uint64_t AnimCameraActor = 0x2898; // CameraActor*
        inline uint64_t bIsOrthographic = 0x28a0; // bool : 0
        inline uint64_t bAutoCalculateOrthoPlanes = 0x28a0; // bool : 1
        inline uint64_t AutoPlaneShift = 0x28a4; // float
        inline uint64_t bUpdateOrthoPlanes = 0x28a8; // bool : 0
        inline uint64_t bUseCameraHeightAsViewTarget = 0x28a8; // bool : 1
        inline uint64_t bDefaultConstrainAspectRatio = 0x28a8; // bool : 2
        inline uint64_t bClientSimulatingViewTarget = 0x28a8; // bool : 7
        inline uint64_t bUseClientSideCameraUpdates = 0x28a9; // bool : 0
        inline uint64_t bGameCameraCutThisFrame = 0x28a9; // bool : 3
        inline uint64_t ViewPitchMin = 0x28ac; // float
        inline uint64_t ViewPitchMax = 0x28b0; // float
        inline uint64_t ViewYawMin = 0x28b4; // float
        inline uint64_t ViewYawMax = 0x28b8; // float
        inline uint64_t ViewRollMin = 0x28bc; // float
        inline uint64_t ViewRollMax = 0x28c0; // float
        inline uint64_t ServerUpdateCameraTimeout = 0x28c8; // float
    }

    namespace CameraActor {
        inline uint64_t AutoActivateForPlayer = 0x270; // EAutoReceiveInput
        inline uint64_t CameraComponent = 0x278; // CameraComponent*
        inline uint64_t SceneComponent = 0x280; // SceneComponent*
        inline uint64_t bConstrainAspectRatio = 0x288; // bool : 0
        inline uint64_t AspectRatio = 0x28c; // float
        inline uint64_t FOVAngle = 0x290; // float
        inline uint64_t PostProcessBlendWeight = 0x294; // float
        inline uint64_t PostProcessSettings = 0x2a0; // FPostProcessSettings
    }

    namespace SceneComponent {
        inline uint64_t PhysicsVolume = 0xc8; // TWeakObjectPtr<PhysicsVolume>
        inline uint64_t AttachParent = 0xd0; // SceneComponent*
        inline uint64_t AttachSocketName = 0xd8; // FName
        inline uint64_t AttachChildren = 0xe0; // TArray<SceneComponent*>
        inline uint64_t ClientAttachedChildren = 0xf0; // TArray<SceneComponent*>
        inline uint64_t RelativeLocation = 0x140; // FVector
        inline uint64_t RelativeRotation = 0x158; // FRotator
        inline uint64_t RelativeScale3D = 0x170; // FVector
        inline uint64_t ComponentVelocity = 0x188; // FVector
        inline uint64_t bComponentToWorldUpdated = 0x1a0; // bool : 0
        inline uint64_t bAbsoluteLocation = 0x1a0; // bool : 2
        inline uint64_t bAbsoluteRotation = 0x1a0; // bool : 3
        inline uint64_t bAbsoluteScale = 0x1a0; // bool : 4
        inline uint64_t bVisible = 0x1a0; // bool : 5
        inline uint64_t bShouldBeAttached = 0x1a0; // bool : 6
        inline uint64_t bShouldSnapLocationWhenAttached = 0x1a0; // bool : 7
        inline uint64_t bShouldSnapRotationWhenAttached = 0x1a1; // bool : 0
        inline uint64_t bShouldSnapScaleWhenAttached = 0x1a1; // bool : 1
        inline uint64_t bShouldUpdatePhysicsVolume = 0x1a1; // bool : 2
        inline uint64_t bHiddenInGame = 0x1a1; // bool : 3
        inline uint64_t bBoundsChangeTriggersStreamingDataRebuild = 0x1a1; // bool : 4
        inline uint64_t bUseAttachParentBound = 0x1a1; // bool : 5
        inline uint64_t bComputeFastLocalBounds = 0x1a1; // bool : 6
        inline uint64_t bComputeBoundsOnceForGame = 0x1a1; // bool : 7
        inline uint64_t bComputedBoundsOnceForGame = 0x1a2; // bool : 0
        inline uint64_t bIsNotRenderAttachmentRoot = 0x1a2; // bool : 1
        inline uint64_t Mobility = 0x1a3; // EComponentMobility
        inline uint64_t DetailMode = 0x1a4; // EDetailMode
        inline uint64_t PhysicsVolumeChangedDelegate = 0x1a5; // MulticastSparseDelegateProperty
    }

    namespace ActorComponent {
        inline uint64_t PrimaryComponentTick = 0x38; // FActorComponentTickFunction
        inline uint64_t ComponentTags = 0x68; // TArray<FName>
        inline uint64_t AssetUserData = 0x78; // TArray<AssetUserData*>
        inline uint64_t UCSSerializationIndex = 0x90; // int32
        inline uint64_t bNetAddressable = 0x98; // bool : 5
        inline uint64_t bReplicateUsingRegisteredSubObjectList = 0x98; // bool : 6
        inline uint64_t bReplicates = 0x98; // bool : 7
        inline uint64_t bAutoActivate = 0x9a; // bool : 3
        inline uint64_t bIsActive = 0x9a; // bool : 4
        inline uint64_t bEditableWhenInherited = 0x9a; // bool : 5
        inline uint64_t bCanEverAffectNavigation = 0x9a; // bool : 7
        inline uint64_t bIsEditorOnly = 0x9b; // bool : 1
        inline uint64_t CreationMethod = 0xb9; // EComponentCreationMethod
        inline uint64_t OnComponentActivated = 0xba; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentDeactivated = 0xbb; // MulticastSparseDelegateProperty
    }

    namespace PrimitiveComponent {
        inline uint64_t MinDrawDistance = 0x278; // float
        inline uint64_t LDMaxDrawDistance = 0x27c; // float
        inline uint64_t CachedMaxDrawDistance = 0x280; // float
        inline uint64_t DepthPriorityGroup = 0x284; // ESceneDepthPriorityGroup
        inline uint64_t ViewOwnerDepthPriorityGroup = 0x285; // ESceneDepthPriorityGroup
        inline uint64_t IndirectLightingCacheQuality = 0x286; // EIndirectLightingCacheQuality
        inline uint64_t LightmapType = 0x287; // ELightmapType
        inline uint64_t HLODBatchingPolicy = 0x288; // EHLODBatchingPolicy
        inline uint64_t ShadowCacheInvalidationBehavior = 0x289; // EShadowCacheInvalidationBehavior
        inline uint64_t bEnableAutoLODGeneration = 0x28a; // bool : 0
        inline uint64_t bIsActorTextureStreamingBuiltData = 0x28a; // bool : 1
        inline uint64_t bIsValidTextureStreamingBuiltData = 0x28a; // bool : 2
        inline uint64_t bNeverDistanceCull = 0x28a; // bool : 3
        inline uint64_t bAlwaysCreatePhysicsState = 0x28a; // bool : 5
        inline uint64_t bGenerateOverlapEvents = 0x28a; // bool : 6
        inline uint64_t bMultiBodyOverlap = 0x28a; // bool : 7
        inline uint64_t bTraceComplexOnMove = 0x28b; // bool : 0
        inline uint64_t bReturnMaterialOnMove = 0x28b; // bool : 1
        inline uint64_t bUseViewOwnerDepthPriorityGroup = 0x28b; // bool : 2
        inline uint64_t bAllowCullDistanceVolume = 0x28b; // bool : 3
        inline uint64_t bVisibleInReflectionCaptures = 0x28b; // bool : 4
        inline uint64_t bVisibleInRealTimeSkyCaptures = 0x28b; // bool : 5
        inline uint64_t bVisibleInRayTracing = 0x28b; // bool : 6
        inline uint64_t bVisibleInReflections = 0x28b; // bool : 7
        inline uint64_t bRenderInMainPass = 0x28c; // bool : 0
        inline uint64_t bRenderInDepthPass = 0x28c; // bool : 1
        inline uint64_t bReceivesDecals = 0x28c; // bool : 2
        inline uint64_t bHoldout = 0x28c; // bool : 3
        inline uint64_t bOwnerNoSee = 0x28c; // bool : 4
        inline uint64_t bOnlyOwnerSee = 0x28c; // bool : 5
        inline uint64_t bTreatAsBackgroundForOcclusion = 0x28c; // bool : 6
        inline uint64_t bUseAsOccluder = 0x28c; // bool : 7
        inline uint64_t bSelectable = 0x28d; // bool : 0
        inline uint64_t bWantsEditorEffects = 0x28d; // bool : 1
        inline uint64_t bForceMipStreaming = 0x28d; // bool : 2
        inline uint64_t bHasPerInstanceHitProxies = 0x28d; // bool : 3
        inline uint64_t CastShadow = 0x28d; // bool : 4
        inline uint64_t bEmissiveLightSource = 0x28d; // bool : 5
        inline uint64_t bAffectDynamicIndirectLighting = 0x28d; // bool : 6
        inline uint64_t bAffectIndirectLightingWhileHidden = 0x28d; // bool : 7
        inline uint64_t bAffectDistanceFieldLighting = 0x28e; // bool : 0
        inline uint64_t bCastDynamicShadow = 0x28e; // bool : 1
        inline uint64_t bCastStaticShadow = 0x28e; // bool : 2
        inline uint64_t bCastVolumetricTranslucentShadow = 0x28e; // bool : 3
        inline uint64_t bCastContactShadow = 0x28e; // bool : 4
        inline uint64_t bSelfShadowOnly = 0x28e; // bool : 5
        inline uint64_t bCastFarShadow = 0x28e; // bool : 6
        inline uint64_t bCastInsetShadow = 0x28e; // bool : 7
        inline uint64_t bCastCinematicShadow = 0x28f; // bool : 0
        inline uint64_t bCastHiddenShadow = 0x28f; // bool : 1
        inline uint64_t bCastShadowAsTwoSided = 0x28f; // bool : 2
        inline uint64_t bLightAsIfStatic = 0x28f; // bool : 3
        inline uint64_t bLightAttachmentsAsGroup = 0x28f; // bool : 4
        inline uint64_t bExcludeFromLightAttachmentGroup = 0x28f; // bool : 5
        inline uint64_t bReceiveMobileCSMShadows = 0x28f; // bool : 6
        inline uint64_t bSingleSampleShadowFromStationaryLights = 0x28f; // bool : 7
        inline uint64_t bIgnoreRadialImpulse = 0x290; // bool : 0
        inline uint64_t bIgnoreRadialForce = 0x290; // bool : 1
        inline uint64_t bApplyImpulseOnDamage = 0x290; // bool : 2
        inline uint64_t bReplicatePhysicsToAutonomousProxy = 0x290; // bool : 3
        inline uint64_t bFillCollisionUnderneathForNavmesh = 0x290; // bool : 4
        inline uint64_t bRasterizeAsFilledConvexVolume = 0x290; // bool : 5
        inline uint64_t AlwaysLoadOnClient = 0x290; // bool : 6
        inline uint64_t AlwaysLoadOnServer = 0x290; // bool : 7
        inline uint64_t bUseEditorCompositing = 0x291; // bool : 0
        inline uint64_t bIsBeingMovedByEditor = 0x291; // bool : 1
        inline uint64_t bRenderCustomDepth = 0x291; // bool : 2
        inline uint64_t bVisibleInSceneCaptureOnly = 0x291; // bool : 3
        inline uint64_t bHiddenInSceneCapture = 0x291; // bool : 4
        inline uint64_t bRayTracingFarField = 0x291; // bool : 5
        inline uint64_t bLumenHeightfield = 0x291; // bool : 6
        inline uint64_t FirstPersonPrimitiveType = 0x292; // EFirstPersonPrimitiveType
        inline uint64_t bHasNoStreamableTextures = 0x293; // bool : 1
        inline uint64_t bStaticWhenNotMoveable = 0x293; // bool : 2
        inline uint64_t bHasCustomNavigableGeometry = 0x294; // EHasCustomNavigableGeometry
        inline uint64_t CanCharacterStepUpOn = 0x296; // ECanBeCharacterBase
        inline uint64_t LightingChannels = 0x297; // FLightingChannels
        inline uint64_t RayTracingGroupCullingPriority = 0x298; // ERayTracingGroupCullingPriority
        inline uint64_t CustomDepthStencilWriteMask = 0x299; // ERendererStencilMask
        inline uint64_t ExcludeFromHLODLevels = 0x29a; // uint8
        inline uint64_t RayTracingGroupId = 0x29c; // int32
        inline uint64_t VisibilityId = 0x2a0; // int32
        inline uint64_t CustomDepthStencilValue = 0x2a4; // int32
        inline uint64_t CustomPrimitiveData = 0x2a8; // FCustomPrimitiveData
        inline uint64_t CustomPrimitiveDataInternal = 0x2b8; // FCustomPrimitiveData
        inline uint64_t TranslucencySortPriority = 0x308; // int32
        inline uint64_t TranslucencySortDistanceOffset = 0x30c; // float
        inline uint64_t RuntimeVirtualTextures = 0x310; // TArray<RuntimeVirtualTexture*>
        inline uint64_t VirtualTextureLodBias = 0x320; // int8
        inline uint64_t VirtualTextureCullMips = 0x321; // int8
        inline uint64_t VirtualTextureMinCoverage = 0x322; // int8
        inline uint64_t VirtualTextureRenderPassType = 0x323; // ERuntimeVirtualTextureMainPassType
        inline uint64_t BoundsScale = 0x348; // float
        inline uint64_t MoveIgnoreActors = 0x350; // TArray<Actor*>
        inline uint64_t MoveIgnoreComponents = 0x360; // TArray<PrimitiveComponent*>
        inline uint64_t BodyInstance = 0x380; // FBodyInstance
        inline uint64_t OnComponentHit = 0x528; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentBeginOverlap = 0x529; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentEndOverlap = 0x52a; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentWake = 0x52b; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentSleep = 0x52c; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentPhysicsStateChanged = 0x52e; // MulticastSparseDelegateProperty
        inline uint64_t OnBeginCursorOver = 0x52f; // MulticastSparseDelegateProperty
        inline uint64_t OnEndCursorOver = 0x530; // MulticastSparseDelegateProperty
        inline uint64_t OnClicked = 0x531; // MulticastSparseDelegateProperty
        inline uint64_t OnReleased = 0x532; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchBegin = 0x533; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnd = 0x534; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnter = 0x535; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchLeave = 0x536; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchBegan = 0x537; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchEnded = 0x538; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchEntered = 0x539; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchExited = 0x53a; // MulticastSparseDelegateProperty
        inline uint64_t LODParentPrimitive = 0x558; // NavRelevantInterface*
    }

    namespace MeshComponent {
        inline uint64_t OverrideMaterials = 0x570; // TArray<MaterialInterface*>
        inline uint64_t OverlayMaterial = 0x580; // MaterialInterface*
        inline uint64_t OverlayMaterialMaxDrawDistance = 0x588; // float
        inline uint64_t MaterialSlotsOverlayMaterial = 0x590; // TArray<MaterialInterface*>
        inline uint64_t bEnableMaterialParameterCaching = 0x5a0; // bool : 0
    }

    namespace SkinnedMeshComponent {
        inline uint64_t SkeletalMesh = 0x5e8; // SkeletalMesh*
        inline uint64_t SkinnedAsset = 0x5f0; // SkinnedAsset*
        inline uint64_t LeaderPoseComponent = 0x5f8; // TWeakObjectPtr<SkinnedMeshComponent>
        inline uint64_t SkinCacheUsage = 0x600; // TArray<ESkinCacheUsage>
        inline uint64_t bSetMeshDeformer = 0x610; // bool : 0
        inline uint64_t MeshDeformer = 0x618; // MeshDeformer*
        inline uint64_t bAlwaysUseMeshDeformer = 0x620; // bool : 0
        inline uint64_t MeshDeformerInstanceSettings = 0x628; // MeshDeformerInstanceSettings*
        inline uint64_t MeshDeformerInstances = 0x630; // FMeshDeformerInstanceSet
        inline uint64_t PhysicsAssetOverride = 0x770; // PhysicsAsset*
        inline uint64_t ForcedLodModel = 0x778; // int32
        inline uint64_t MinLodModel = 0x780; // int32
        inline uint64_t StreamingDistanceMultiplier = 0x78c; // float
        inline uint64_t NanitePixelProgrammableDistance = 0x790; // float
        inline uint64_t WorldPositionOffsetDisableDistance = 0x794; // int32
        inline uint64_t bEvaluateWorldPositionOffset = 0x798; // bool : 0
        inline uint64_t bDisallowNanite = 0x798; // bool : 1
        inline uint64_t bForceDisableNanite = 0x798; // bool : 2
        inline uint64_t LODInfo = 0x7a8; // TArray<FSkelMeshComponentLODInfo>
        inline uint64_t VisibilityBasedAnimTickOption = 0x7dc; // EVisibilityBasedAnimTickOption
        inline uint64_t bSkinWeightProfileOnRenderThread = 0x7df; // bool : 5
        inline uint64_t bOverrideMinLOD = 0x7df; // bool : 6
        inline uint64_t bUseBoundsFromLeaderPoseComponent = 0x7df; // bool : 7
        inline uint64_t bIncludeComponentLocationIntoBounds = 0x7e0; // bool : 0
        inline uint64_t bForceWireframe = 0x7e0; // bool : 1
        inline uint64_t bDisableMorphTarget = 0x7e0; // bool : 2
        inline uint64_t bHideSkin = 0x7e0; // bool : 3
        inline uint64_t bPerBoneMotionBlur = 0x7e0; // bool : 4
        inline uint64_t bComponentUseFixedSkelBounds = 0x7e0; // bool : 5
        inline uint64_t bConsiderAllBodiesForBounds = 0x7e0; // bool : 6
        inline uint64_t bSyncAttachParentLOD = 0x7e0; // bool : 7
        inline uint64_t bCanHighlightSelectedSections = 0x7e1; // bool : 0
        inline uint64_t bRecentlyRendered = 0x7e1; // bool : 1
        inline uint64_t bCastCapsuleDirectShadow = 0x7e1; // bool : 2
        inline uint64_t bCastCapsuleIndirectShadow = 0x7e1; // bool : 3
        inline uint64_t bCPUSkinning = 0x7e1; // bool : 4
        inline uint64_t bUseScreenRenderStateForUpdate = 0x7e1; // bool : 5
        inline uint64_t bEnableUpdateRateOptimizations = 0x7e1; // bool : 6
        inline uint64_t bDisplayDebugUpdateRateOptimizations = 0x7e1; // bool : 7
        inline uint64_t bRenderStatic = 0x7e2; // bool : 0
        inline uint64_t bRenderShadowStatic = 0x7e2; // bool : 1
        inline uint64_t bIgnoreLeaderPoseComponentLOD = 0x7e2; // bool : 2
        inline uint64_t bSortTriangles = 0x7e2; // bool : 3
        inline uint64_t bCachedLocalBoundsUpToDate = 0x7e2; // bool : 6
        inline uint64_t bCachedWorldSpaceBoundsUpToDate = 0x7e2; // bool : 7
        inline uint64_t bForceMeshObjectUpdate = 0x7e3; // bool : 1
        inline uint64_t bFollowerShouldTickPose = 0x7e3; // bool : 7
        inline uint64_t CapsuleIndirectShadowMinVisibility = 0x7e8; // float
        inline uint64_t CachedWorldOrLocalSpaceBounds = 0x838; // FBoxSphereBounds
        inline uint64_t CachedWorldToLocalTransform = 0x870; // FMatrix
    }

    namespace SkeletalMeshComponent {
        inline uint64_t AnimClass = 0x918; // Class*
        inline uint64_t AnimScriptInstance = 0x920; // AnimInstance*
        inline uint64_t OverridePostProcessAnimBP = 0x928; // Class*
        inline uint64_t PostProcessAnimInstance = 0x930; // AnimInstance*
        inline uint64_t AnimationData = 0x938; // FSingleAnimationPlayData
        inline uint64_t RootBoneTranslation = 0x950; // FVector
        inline uint64_t LineCheckBoundsScale = 0x968; // FVector
        inline uint64_t LinkedInstances = 0x9e0; // TArray<AnimInstance*>
        inline uint64_t CachedBoneSpaceTransforms = 0xa00; // TArray<FTransform>
        inline uint64_t CachedComponentSpaceTransforms = 0xa10; // TArray<FTransform>
        inline uint64_t GlobalAnimRateScale = 0xa88; // float
        inline uint64_t KinematicBonesUpdateType = 0xa8c; // EKinematicBonesUpdateToPhysics
        inline uint64_t PhysicsTransformUpdateMode = 0xa8d; // EPhysicsTransformUpdateMode
        inline uint64_t ClothTeleportMode = 0xa8e; // EClothingTeleportMode
        inline uint64_t AnimationMode = 0xa8f; // EAnimationMode
        inline uint64_t bDisablePostProcessBlueprint = 0xa91; // bool : 0
        inline uint64_t bUpdateOverlapsOnAnimationFinalize = 0xa91; // bool : 2
        inline uint64_t bHasValidBodies = 0xa91; // bool : 4
        inline uint64_t bBlendPhysics = 0xa91; // bool : 5
        inline uint64_t bEnablePhysicsOnDedicatedServer = 0xa91; // bool : 6
        inline uint64_t bUpdateMeshWhenKinematic = 0xa91; // bool : 7
        inline uint64_t bUpdateJointsFromAnimation = 0xa92; // bool : 0
        inline uint64_t bAllowClothActors = 0xa92; // bool : 1
        inline uint64_t bDisableClothSimulation = 0xa92; // bool : 2
        inline uint64_t bDisableRigidBodyAnimNode = 0xa98; // bool : 0
        inline uint64_t bDisableAnimDynamicsAnimNode = 0xa98; // bool : 1
        inline uint64_t bAllowAnimCurveEvaluation = 0xa98; // bool : 2
        inline uint64_t bCollideWithEnvironment = 0xa98; // bool : 6
        inline uint64_t bCollideWithAttachedChildren = 0xa98; // bool : 7
        inline uint64_t bForceCollisionUpdate = 0xa99; // bool : 0
        inline uint64_t ClothVelocityScale = 0xa9c; // float
        inline uint64_t bResetAfterTeleport = 0xaa0; // bool : 0
        inline uint64_t bDeferKinematicBoneUpdate = 0xaa0; // bool : 2
        inline uint64_t bNoSkeletonUpdate = 0xaa0; // bool : 3
        inline uint64_t bPauseAnims = 0xaa0; // bool : 4
        inline uint64_t bEnableAnimation = 0xaa0; // bool : 5
        inline uint64_t bUseRefPoseOnInitAnim = 0xaa0; // bool : 6
        inline uint64_t bEnablePerPolyCollision = 0xaa0; // bool : 7
        inline uint64_t bForceRefpose = 0xaa1; // bool : 0
        inline uint64_t bOnlyAllowAutonomousTickPose = 0xaa1; // bool : 1
        inline uint64_t bIsAutonomousTickPose = 0xaa1; // bool : 2
        inline uint64_t bOldForceRefPose = 0xaa1; // bool : 3
        inline uint64_t bShowPrePhysBones = 0xaa1; // bool : 4
        inline uint64_t bRequiredBonesUpToDate = 0xaa1; // bool : 5
        inline uint64_t bAnimTreeInitialised = 0xaa1; // bool : 6
        inline uint64_t bEnableLineCheckWithBounds = 0xaa1; // bool : 7
        inline uint64_t bPropagateCurvesToFollowers = 0xaa2; // bool : 0
        inline uint64_t bSkipKinematicUpdateWhenInterpolating = 0xaa2; // bool : 1
        inline uint64_t bSkipBoundsUpdateWhenInterpolating = 0xaa2; // bool : 2
        inline uint64_t bSuppressNotifyEventDispatch = 0xaa2; // bool : 3
        inline uint64_t bNeedsQueuedAnimEventsDispatched = 0xaa2; // bool : 6
        inline uint64_t CachedAnimCurveUidVersion = 0xaca; // uint16
        inline uint64_t ClothBlendWeight = 0xacc; // float
        inline uint64_t bWaitForParallelClothTask = 0xad0; // bool : 0
        inline uint64_t bFilteredAnimCurvesIsAllowList = 0xad1; // bool : 0
        inline uint64_t CachedMeshCurveMetaDataVersion = 0xad2; // uint16
        inline uint64_t FilteredAnimCurves = 0xad8; // TArray<FName>
        inline uint64_t BodySetup = 0xae8; // BodySetup*
        inline uint64_t ClothMaxDistanceScale = 0xaf4; // float
        inline uint64_t ClothGeometryScale = 0xaf8; // float
        inline uint64_t PostProcessAnimBPLODThreshold = 0xafc; // int32
        inline uint64_t OnConstraintBroken = 0xb00; // MulticastInlineDelegateProperty
        inline uint64_t OnPlasticDeformation = 0xb10; // MulticastInlineDelegateProperty
        inline uint64_t ClothingSimulationFactory = 0xb20; // Class*
        inline uint64_t TeleportDistanceThreshold = 0xc40; // float
        inline uint64_t TeleportRotationThreshold = 0xc44; // float
        inline uint64_t ClothingSimulationInstances = 0xcf0; // TArray<FClothingSimulationInstance>
        inline uint64_t MorphTargetCurves = 0xd28; // TMap<FName, float>
        inline uint64_t OnAnimInitialized = 0xd38; // MulticastInlineDelegateProperty
        inline uint64_t LastPoseTickFrame = 0xfc8; // uint32
    }

    namespace StaticMeshComponent {
        inline uint64_t ForcedLodModel = 0x5d8; // int32
        inline uint64_t MinLOD = 0x5dc; // int32
        inline uint64_t SubDivisionStepSize = 0x5e0; // int32
        inline uint64_t WireframeColorOverride = 0x5e4; // FColor
        inline uint64_t StaticMesh = 0x5e8; // StaticMesh*
        inline uint64_t WorldPositionOffsetDisableDistance = 0x5f0; // int32
        inline uint64_t bForceNaniteForMasked = 0x5f4; // bool : 0
        inline uint64_t bDisallowNanite = 0x5f4; // bool : 1
        inline uint64_t bForceDisableNanite = 0x5f4; // bool : 2
        inline uint64_t bEvaluateWorldPositionOffset = 0x5f4; // bool : 3
        inline uint64_t bWorldPositionOffsetWritesVelocity = 0x5f4; // bool : 4
        inline uint64_t bEvaluateWorldPositionOffsetInRayTracing = 0x5f4; // bool : 5
        inline uint64_t bOverrideWireframeColor = 0x5f5; // bool : 1
        inline uint64_t bOverrideMinLOD = 0x5f5; // bool : 2
        inline uint64_t bOverrideNavigationExport = 0x5f5; // bool : 3
        inline uint64_t bForceNavigationObstacle = 0x5f5; // bool : 4
        inline uint64_t bOverrideNavAreaClass = 0x5f5; // bool : 5
        inline uint64_t NavAreaClass = 0x5f8; // Class*
        inline uint64_t bDisallowMeshPaintPerInstance = 0x600; // bool : 0
        inline uint64_t bIgnoreInstanceForTextureStreaming = 0x600; // bool : 1
        inline uint64_t bOverrideLightMapRes = 0x600; // bool : 2
        inline uint64_t bCastDistanceFieldIndirectShadow = 0x600; // bool : 3
        inline uint64_t bOverrideDistanceFieldSelfShadowBias = 0x600; // bool : 4
        inline uint64_t bUseSubDivisions = 0x600; // bool : 5
        inline uint64_t bUseDefaultCollision = 0x600; // bool : 6
        inline uint64_t bSortTriangles = 0x600; // bool : 7
        inline uint64_t bReverseCulling = 0x601; // bool : 0
        inline uint64_t bEnableVertexColorMeshPainting = 0x601; // bool : 1
        inline uint64_t bEnableTextureColorMeshPainting = 0x601; // bool : 2
        inline uint64_t bWritesToMaterialCache = 0x601; // bool : 3
        inline uint64_t bOverrideMeshPaintTextureCoordinateIndex = 0x601; // bool : 4
        inline uint64_t bOverrideMeshPaintTextureResolution = 0x601; // bool : 5
        inline uint64_t OverriddenMeshPaintTextureCoordinateIndex = 0x604; // int32
        inline uint64_t OverriddenMeshPaintTextureResolution = 0x608; // int32
        inline uint64_t OverriddenLightMapRes = 0x60c; // int32
        inline uint64_t MeshPaintTextureCooked = 0x610; // Texture*
        inline uint64_t MeshPaintTextureOverride = 0x618; // Texture*
        inline uint64_t MaterialCacheTileCount = 0x620; // FIntPoint
        inline uint64_t MaterialCacheUVRegion = 0x628; // FBox2f
        inline uint64_t MaterialCacheUVCoordinateIndex = 0x63c; // int32
        inline uint64_t MaterialCacheTextures = 0x640; // TArray<MaterialCacheVirtualTexture*>
        inline uint64_t DistanceFieldIndirectShadowMinVisibility = 0x650; // float
        inline uint64_t DistanceFieldSelfShadowBias = 0x654; // float
        inline uint64_t StreamingDistanceMultiplier = 0x658; // float
        inline uint64_t NanitePixelProgrammableDistance = 0x65c; // float
        inline uint64_t LODData = 0x660; // TArray<FStaticMeshComponentLODInfo>
        inline uint64_t StreamingTextureData = 0x670; // TArray<FStreamingTextureBuildInfo>
        inline uint64_t LightmassSettings = 0x680; // FLightmassPrimitiveSettings
    }

    namespace CameraComponent {
        inline uint64_t FieldOfView = 0x240; // float
        inline uint64_t FirstPersonFieldOfView = 0x244; // float
        inline uint64_t FirstPersonScale = 0x248; // float
        inline uint64_t OrthoWidth = 0x24c; // float
        inline uint64_t bAutoCalculateOrthoPlanes = 0x250; // bool : 0
        inline uint64_t AutoPlaneShift = 0x254; // float
        inline uint64_t OrthoNearClipPlane = 0x258; // float
        inline uint64_t OrthoFarClipPlane = 0x25c; // float
        inline uint64_t bUpdateOrthoPlanes = 0x260; // bool : 0
        inline uint64_t bUseCameraHeightAsViewTarget = 0x261; // bool : 0
        inline uint64_t AspectRatio = 0x264; // float
        inline uint64_t AspectRatioAxisConstraint = 0x268; // EAspectRatioAxisConstraint
        inline uint64_t bConstrainAspectRatio = 0x269; // bool : 0
        inline uint64_t bOverrideAspectRatioAxisConstraint = 0x269; // bool : 1
        inline uint64_t bUseFieldOfViewForLOD = 0x269; // bool : 2
        inline uint64_t Overscan = 0x26c; // float
        inline uint64_t AsymmetricOverscan = 0x270; // FVector4f
        inline uint64_t bScaleResolutionWithOverscan = 0x280; // bool : 0
        inline uint64_t bCropOverscan = 0x281; // bool : 0
        inline uint64_t bLockToHmd = 0x282; // bool : 0
        inline uint64_t bUsePawnControlRotation = 0x282; // bool : 1
        inline uint64_t bEnableFirstPersonFieldOfView = 0x282; // bool : 2
        inline uint64_t bEnableFirstPersonScale = 0x282; // bool : 3
        inline uint64_t ProjectionMode = 0x283; // ECameraProjectionMode
        inline uint64_t PostProcessBlendWeight = 0x2f0; // float
        inline uint64_t PostProcessSettings = 0x320; // FPostProcessSettings
    }

    namespace PhysicsAsset {
        inline uint64_t BoundsBodies = 0x38; // TArray<int32>
        inline uint64_t SkeletalBodySetups = 0x48; // TArray<SkeletalBodySetup*>
        inline uint64_t ConstraintSetup = 0x58; // TArray<PhysicsConstraintTemplate*>
        inline uint64_t SolverSettings = 0x68; // FPhysicsAssetSolverSettings
        inline uint64_t SolverIterations = 0x84; // FSolverIterations
        inline uint64_t SolverType = 0x9c; // EPhysicsAssetSolverType
        inline uint64_t bNotForDedicatedServer = 0x9d; // bool : 0
        inline uint64_t ThumbnailInfo = 0xc0; // ThumbnailInfo*
        inline uint64_t BodySetup = 0xc8; // TArray<BodySetup*>
        inline uint64_t AssetUserData = 0xd8; // TArray<AssetUserData*>
    }

    namespace AnimInstance {
        inline uint64_t CurrentSkeleton = 0x28; // skeleton*
        inline uint64_t RootMotionMode = 0x30; // ERootMotionMode
        inline uint64_t bUseMultiThreadedAnimationUpdate = 0x31; // bool : 0
        inline uint64_t bUsingCopyPoseFromMesh = 0x31; // bool : 1
        inline uint64_t bReceiveNotifiesFromLinkedInstances = 0x31; // bool : 4
        inline uint64_t bPropagateNotifiesToLinkedInstances = 0x31; // bool : 5
        inline uint64_t bUseMainInstanceMontageEvaluationData = 0x31; // bool : 6
        inline uint64_t bQueueMontageEvents = 0x32; // bool : 0
        inline uint64_t OnMontageBlendingOut = 0x38; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageBlendedIn = 0x48; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageStarted = 0x58; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageEnded = 0x68; // MulticastInlineDelegateProperty
        inline uint64_t OnAllMontageInstancesEnded = 0x78; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageSectionChanged = 0x88; // MulticastInlineDelegateProperty
        inline uint64_t SlotGroupInertializationRequestDataMap = 0xb8; // TMap<FName, FInertializationRequest>
        inline uint64_t NotifyQueue = 0x110; // FAnimNotifyQueue
        inline uint64_t ActiveAnimNotifyState = 0x148; // TArray<FAnimNotifyEvent>
        inline uint64_t ActiveAnimNotifyEventReference = 0x158; // TArray<FAnimNotifyEventReference>
    }

    namespace CharacterMovementComponent {
        inline uint64_t CharacterOwner = 0x198; // Character*
        inline uint64_t GravityScale = 0x1a0; // float
        inline uint64_t MaxStepHeight = 0x1a4; // float
        inline uint64_t JumpZVelocity = 0x1a8; // float
        inline uint64_t JumpOffJumpZFactor = 0x1ac; // float
        inline uint64_t WalkableFloorAngle = 0x1cc; // float
        inline uint64_t WalkableFloorZ = 0x1d0; // float
        inline uint64_t GravityDirection = 0x1d8; // FVector
        inline uint64_t WorldToGravityTransform = 0x1f0; // FQuat
        inline uint64_t GravityToWorldTransform = 0x210; // FQuat
        inline uint64_t MovementMode = 0x231; // EMovementMode
        inline uint64_t CustomMovementMode = 0x232; // uint8
        inline uint64_t NetworkSmoothingMode = 0x233; // ENetworkSmoothingMode
        inline uint64_t GroundFriction = 0x234; // float
        inline uint64_t OldBaseQuat = 0x240; // FQuat
        inline uint64_t OldBaseLocation = 0x260; // FVector
        inline uint64_t MaxWalkSpeed = 0x278; // float
        inline uint64_t MaxWalkSpeedCrouched = 0x27c; // float
        inline uint64_t MaxSwimSpeed = 0x280; // float
        inline uint64_t MaxFlySpeed = 0x284; // float
        inline uint64_t MaxCustomMovementSpeed = 0x288; // float
        inline uint64_t MaxAcceleration = 0x28c; // float
        inline uint64_t MinAnalogWalkSpeed = 0x290; // float
        inline uint64_t BrakingFrictionFactor = 0x294; // float
        inline uint64_t BrakingFriction = 0x298; // float
        inline uint64_t BrakingSubStepTime = 0x29c; // float
        inline uint64_t BrakingDecelerationWalking = 0x2a0; // float
        inline uint64_t BrakingDecelerationFalling = 0x2a4; // float
        inline uint64_t BrakingDecelerationSwimming = 0x2a8; // float
        inline uint64_t BrakingDecelerationFlying = 0x2ac; // float
        inline uint64_t AirControl = 0x2b0; // float
        inline uint64_t AirControlBoostMultiplier = 0x2b4; // float
        inline uint64_t AirControlBoostVelocityThreshold = 0x2b8; // float
        inline uint64_t FallingLateralFriction = 0x2bc; // float
        inline uint64_t CrouchedHalfHeight = 0x2c0; // float
        inline uint64_t Buoyancy = 0x2c4; // float
        inline uint64_t PerchRadiusThreshold = 0x2c8; // float
        inline uint64_t PerchAdditionalHeight = 0x2cc; // float
        inline uint64_t RotationRate = 0x2d0; // FRotator
        inline uint64_t bUseSeparateBrakingFriction = 0x2e8; // bool : 0
        inline uint64_t bDontFallBelowJumpZVelocityDuringJump = 0x2e8; // bool : 1
        inline uint64_t bApplyGravityWhileJumping = 0x2e8; // bool : 2
        inline uint64_t bUseControllerDesiredRotation = 0x2e8; // bool : 3
        inline uint64_t bOrientRotationToMovement = 0x2e8; // bool : 4
        inline uint64_t bSweepWhileNavWalking = 0x2e8; // bool : 5
        inline uint64_t bMovementInProgress = 0x2e8; // bool : 7
        inline uint64_t bEnableScopedMovementUpdates = 0x2e9; // bool : 0
        inline uint64_t bEnableServerDualMoveScopedMovementUpdates = 0x2e9; // bool : 1
        inline uint64_t bForceMaxAccel = 0x2e9; // bool : 2
        inline uint64_t bRunPhysicsWithNoController = 0x2e9; // bool : 3
        inline uint64_t bForceNextFloorCheck = 0x2e9; // bool : 4
        inline uint64_t bShrinkProxyCapsule = 0x2e9; // bool : 5
        inline uint64_t bCanWalkOffLedges = 0x2e9; // bool : 6
        inline uint64_t bCanWalkOffLedgesWhenCrouching = 0x2e9; // bool : 7
        inline uint64_t bNetworkSkipProxyPredictionOnNetUpdate = 0x2ea; // bool : 2
        inline uint64_t bNetworkAlwaysReplicateTransformUpdateTimestamp = 0x2ea; // bool : 3
        inline uint64_t bDeferUpdateMoveComponent = 0x2ea; // bool : 4
        inline uint64_t bEnablePhysicsInteraction = 0x2ea; // bool : 5
        inline uint64_t bTouchForceScaledToMass = 0x2ea; // bool : 6
        inline uint64_t bPushForceScaledToMass = 0x2ea; // bool : 7
        inline uint64_t bPushForceUsingZOffset = 0x2eb; // bool : 0
        inline uint64_t bScalePushForceToVelocity = 0x2eb; // bool : 1
        inline uint64_t DeferredUpdatedMoveComponent = 0x2f0; // SceneComponent*
        inline uint64_t MaxOutOfWaterStepHeight = 0x2f8; // float
        inline uint64_t OutofWaterZ = 0x2fc; // float
        inline uint64_t Mass = 0x300; // float
        inline uint64_t StandingDownwardForceScale = 0x304; // float
        inline uint64_t InitialPushForceFactor = 0x308; // float
        inline uint64_t PushForceFactor = 0x30c; // float
        inline uint64_t PushForcePointZOffsetFactor = 0x310; // float
        inline uint64_t TouchForceFactor = 0x314; // float
        inline uint64_t MinTouchForce = 0x318; // float
        inline uint64_t MaxTouchForce = 0x31c; // float
        inline uint64_t RepulsionForce = 0x320; // float
        inline uint64_t Acceleration = 0x328; // FVector
        inline uint64_t LastUpdateRotation = 0x340; // FQuat
        inline uint64_t LastUpdateLocation = 0x360; // FVector
        inline uint64_t LastUpdateVelocity = 0x378; // FVector
        inline uint64_t ServerLastTransformUpdateTimeStamp = 0x390; // float
        inline uint64_t ServerLastClientGoodMoveAckTime = 0x394; // float
        inline uint64_t ServerLastClientAdjustmentTime = 0x398; // float
        inline uint64_t PendingImpulseToApply = 0x3a0; // FVector
        inline uint64_t PendingForceToApply = 0x3b8; // FVector
        inline uint64_t AnalogInputModifier = 0x3d0; // float
        inline uint64_t MaxSimulationTimeStep = 0x3e0; // float
        inline uint64_t MaxSimulationIterations = 0x3e4; // int32
        inline uint64_t MaxJumpApexAttemptsPerSimulation = 0x3e8; // int32
        inline uint64_t MaxDepenetrationWithGeometry = 0x3ec; // float
        inline uint64_t MaxDepenetrationWithGeometryAsProxy = 0x3f0; // float
        inline uint64_t MaxDepenetrationWithPawn = 0x3f4; // float
        inline uint64_t MaxDepenetrationWithPawnAsProxy = 0x3f8; // float
        inline uint64_t NetworkSimulatedSmoothLocationTime = 0x3fc; // float
        inline uint64_t NetworkSimulatedSmoothRotationTime = 0x400; // float
        inline uint64_t ListenServerNetworkSimulatedSmoothLocationTime = 0x404; // float
        inline uint64_t ListenServerNetworkSimulatedSmoothRotationTime = 0x408; // float
        inline uint64_t NetProxyShrinkRadius = 0x40c; // float
        inline uint64_t NetProxyShrinkHalfHeight = 0x410; // float
        inline uint64_t NetworkMaxSmoothUpdateDistance = 0x414; // float
        inline uint64_t NetworkNoSmoothUpdateDistance = 0x418; // float
        inline uint64_t NetworkMinTimeBetweenClientAckGoodMoves = 0x41c; // float
        inline uint64_t NetworkMinTimeBetweenClientAdjustments = 0x420; // float
        inline uint64_t NetworkMinTimeBetweenClientAdjustmentsLargeCorrection = 0x424; // float
        inline uint64_t NetworkLargeClientCorrectionDistance = 0x428; // float
        inline uint64_t LedgeCheckThreshold = 0x42c; // float
        inline uint64_t JumpOutOfWaterPitch = 0x430; // float
        inline uint64_t CurrentFloor = 0x438; // FindFloorResult
        inline uint64_t DefaultLandMovementMode = 0x540; // EMovementMode
        inline uint64_t DefaultWaterMovementMode = 0x541; // EMovementMode
        inline uint64_t GroundMovementMode = 0x542; // EMovementMode
        inline uint64_t bMaintainHorizontalGroundVelocity = 0x568; // bool : 0
        inline uint64_t bImpartBaseVelocityX = 0x568; // bool : 1
        inline uint64_t bImpartBaseVelocityY = 0x568; // bool : 2
        inline uint64_t bImpartBaseVelocityZ = 0x568; // bool : 3
        inline uint64_t bImpartBaseAngularVelocity = 0x568; // bool : 4
        inline uint64_t bJustTeleported = 0x568; // bool : 5
        inline uint64_t bNetworkUpdateReceived = 0x568; // bool : 6
        inline uint64_t bNetworkMovementModeChanged = 0x568; // bool : 7
        inline uint64_t bNetworkGravityDirectionChanged = 0x569; // bool : 0
        inline uint64_t bIgnoreClientMovementErrorChecksAndCorrection = 0x569; // bool : 1
        inline uint64_t bClientIgnoreMovementCorrections = 0x569; // bool : 2
        inline uint64_t bServerAcceptClientAuthoritativePosition = 0x569; // bool : 3
        inline uint64_t bNotifyApex = 0x569; // bool : 4
        inline uint64_t bCheatFlying = 0x569; // bool : 5
        inline uint64_t bWantsToCrouch = 0x569; // bool : 6
        inline uint64_t bCrouchMaintainsBaseLocation = 0x569; // bool : 7
        inline uint64_t bIgnoreBaseRotation = 0x56a; // bool : 0
        inline uint64_t bFastAttachedMove = 0x56a; // bool : 1
        inline uint64_t bAlwaysCheckFloor = 0x56a; // bool : 2
        inline uint64_t bUseFlatBaseForFloorChecks = 0x56a; // bool : 3
        inline uint64_t bPerformingJumpOff = 0x56a; // bool : 4
        inline uint64_t bWantsToLeaveNavWalking = 0x56a; // bool : 5
        inline uint64_t bUseRVOAvoidance = 0x56a; // bool : 6
        inline uint64_t bRequestedMoveUseAcceleration = 0x56a; // bool : 7
        inline uint64_t bWasSimulatingRootMotion = 0x56b; // bool : 1
        inline uint64_t bAllowPhysicsRotationDuringAnimRootMotion = 0x56b; // bool : 2
        inline uint64_t FormerBaseVelocityDecayHalfLife = 0x56c; // float
        inline uint64_t bHasRequestedVelocity = 0x570; // bool : 0
        inline uint64_t bRequestedMoveWithMaxSpeed = 0x570; // bool : 1
        inline uint64_t bWasAvoidanceUpdated = 0x570; // bool : 2
        inline uint64_t bProjectNavMeshWalking = 0x570; // bool : 5
        inline uint64_t bSlideAlongNavMeshEdge = 0x570; // bool : 6
        inline uint64_t bProjectNavMeshOnBothWorldChannels = 0x570; // bool : 7
        inline uint64_t AvoidanceConsiderationRadius = 0x594; // float
        inline uint64_t RequestedVelocity = 0x598; // FVector
        inline uint64_t LastUpdateRequestedVelocity = 0x5b0; // FVector
        inline uint64_t AvoidanceUID = 0x5c8; // int32
        inline uint64_t AvoidanceGroup = 0x5cc; // FNavAvoidanceMask
        inline uint64_t GroupsToAvoid = 0x5d0; // FNavAvoidanceMask
        inline uint64_t GroupsToIgnore = 0x5d4; // FNavAvoidanceMask
        inline uint64_t AvoidanceWeight = 0x5d8; // float
        inline uint64_t PendingLaunchVelocity = 0x5e0; // FVector
        inline uint64_t NavMeshProjectionInterval = 0x738; // float
        inline uint64_t NavMeshProjectionTimer = 0x73c; // float
        inline uint64_t NavMeshProjectionInterpSpeed = 0x740; // float
        inline uint64_t NavMeshProjectionHeightScaleUp = 0x744; // float
        inline uint64_t NavMeshProjectionHeightScaleDown = 0x748; // float
        inline uint64_t NavWalkingFloorDistTolerance = 0x74c; // float
        inline uint64_t bBasedMovementIgnorePhysicsBase = 0x750; // bool : 0
        inline uint64_t bBasedMovementIgnoreAttachedActors = 0x751; // bool : 0
        inline uint64_t bBaseOnAttachmentRoot = 0x752; // bool : 0
        inline uint64_t bStayBasedInAir = 0x753; // bool : 0
        inline uint64_t StayBasedInAirHeight = 0x754; // float
        inline uint64_t PostPhysicsTickFunction = 0x788; // FCharacterMovementComponentPostPhysicsTickFunction
        inline uint64_t MinTimeBetweenTimeStampResets = 0x7d0; // float
        inline uint64_t CurrentRootMotion = 0xd48; // FRootMotionSourceGroup
        inline uint64_t ServerCorrectionRootMotion = 0xd90; // FRootMotionSourceGroup
        inline uint64_t RootMotionParams = 0xf40; // FRootMotionMovementParams
        inline uint64_t AnimRootMotionVelocity = 0xfb0; // FVector
    }

    namespace MovementComponent {
        inline uint64_t UpdatedComponent = 0xc0; // SceneComponent*
        inline uint64_t UpdatedPrimitive = 0xc8; // PrimitiveComponent*
        inline uint64_t Velocity = 0xd8; // FVector
        inline uint64_t PlaneConstraintNormal = 0xf0; // FVector
        inline uint64_t PlaneConstraintOrigin = 0x108; // FVector
        inline uint64_t bUpdateOnlyIfRendered = 0x120; // bool : 0
        inline uint64_t bAutoUpdateTickRegistration = 0x120; // bool : 1
        inline uint64_t bTickBeforeOwner = 0x120; // bool : 2
        inline uint64_t bAutoRegisterUpdatedComponent = 0x120; // bool : 3
        inline uint64_t bConstrainToPlane = 0x120; // bool : 4
        inline uint64_t bSnapToPlaneAtStart = 0x120; // bool : 5
        inline uint64_t bAutoRegisterPhysicsVolumeUpdates = 0x120; // bool : 6
        inline uint64_t bComponentShouldUpdatePhysicsVolume = 0x120; // bool : 7
        inline uint64_t PlaneConstraintAxisSetting = 0x123; // EPlaneConstraintAxisSetting
    }

    namespace FortKismetLibrary {
        inline uint64_t FortShippingLogSuppressedObjects = 0x28; // TArray<FName>
        inline uint64_t FortShippingLogSuppressedClasses = 0x38; // TArray<FName>
    }

    namespace FortCheatManager {
        inline uint64_t bDebugInteractTrace = 0x98; // bool : 0
        inline uint64_t bDebugPickupSpline = 0x98; // bool : 1
        inline uint64_t bEnableScoreboard = 0x98; // bool : 2
        inline uint64_t bDebugBounceCurve = 0x98; // bool : 3
        inline uint64_t bDebugBeautyMode = 0x98; // bool : 4
        inline uint64_t bDisplayWindDebugging = 0x98; // bool : 5
        inline uint64_t bDebugStructuralSupportSystem = 0x98; // bool : 6
        inline uint64_t bInfiniteStamina = 0x98; // bool : 7
        inline uint64_t bShowGameDifficultyHUD = 0x99; // bool : 0
        inline uint64_t bShowIntensityHUD = 0x99; // bool : 1
        inline uint64_t bShowMaxAIHUD = 0x99; // bool : 2
        inline uint64_t bShowItemIDsOnCards = 0x99; // bool : 3
        inline uint64_t bEnableContextMenus = 0x99; // bool : 4
        inline uint64_t bUnlimitedHealth = 0x99; // bool : 5
        inline uint64_t bCanExitWorld = 0x99; // bool : 6
        inline uint64_t bUnlimitedAIHealth = 0x99; // bool : 7
        inline uint64_t bFreezeAILOD = 0x9a; // bool : 0
        inline uint64_t bForceAILOD = 0x9a; // bool : 1
        inline uint64_t AbilitySystemCycleCounter = 0x9c; // int32
        inline uint64_t ForcedAILODValue = 0xa0; // EFortAILODLevel
        inline uint64_t DebugFreeCamera = 0x160; // FortDebugFreeCamera*
    }

    namespace FortHealthSet {
        inline uint64_t Health = 0x48; // FortGameplayAttributeData
        inline uint64_t MaxHealth = 0x70; // FortGameplayAttributeData
        inline uint64_t Shield = 0x98; // FortGameplayAttributeData
        inline uint64_t CurrentShield = 0xc0; // FortGameplayAttributeData
        inline uint64_t MaxOvershield = 0xe8; // FortGameplayAttributeData
        inline uint64_t CurrentOvershield = 0x110; // FortGameplayAttributeData
        inline uint64_t SignalInStorm = 0x138; // FortGameplayAttributeData
        inline uint64_t MaxSignalInStorm = 0x160; // FortGameplayAttributeData
        inline uint64_t Armor = 0x188; // FortGameplayAttributeData
        inline uint64_t DamageResistance = 0x1b0; // FortGameplayAttributeData
        inline uint64_t DamageVulnerability = 0x1d8; // FortGameplayAttributeData
        inline uint64_t ReflectDamageAbsolute = 0x200; // FortGameplayAttributeData
        inline uint64_t ReflectDamageFromSource = 0x228; // FortGameplayAttributeData
        inline uint64_t DamageReduction = 0x250; // FortGameplayAttributeData
        inline uint64_t HealingSourceBaseMultiplier = 0x278; // FortGameplayAttributeData
        inline uint64_t DamageScaleLight = 0x2a0; // FortGameplayAttributeData
        inline uint64_t DamageScaleNormal = 0x2c8; // FortGameplayAttributeData
        inline uint64_t DamageScaleCritical = 0x2f0; // FortGameplayAttributeData
        inline uint64_t DamageScaleVulnerable = 0x318; // FortGameplayAttributeData
        inline uint64_t DamageScaleInvulnerable = 0x340; // FortGameplayAttributeData
        inline uint64_t Damage = 0x368; // FortGameplayAttributeData
        inline uint64_t ShieldDamage = 0x390; // FortGameplayAttributeData
        inline uint64_t OvershieldDamage = 0x3b8; // FortGameplayAttributeData
        inline uint64_t HealingSource = 0x3e0; // FortGameplayAttributeData
        inline uint64_t HealingBonusTarget = 0x408; // FortGameplayAttributeData
        inline uint64_t Healing = 0x430; // FortGameplayAttributeData
        inline uint64_t BlockingAngle = 0x458; // FortGameplayAttributeData
        inline uint64_t BlockingDamageResistance = 0x480; // FortGameplayAttributeData
        inline uint64_t DamageResistanceCap = 0x4a8; // FortGameplayAttributeData
        inline uint64_t BlockedDamage = 0x4d0; // FortGameplayAttributeData
    }

    namespace FortAbilitySet {
        inline uint64_t GameplayAbilities = 0x30; // TArray<Class*>
        inline uint64_t GrantedGameplayEffects = 0x40; // TArray<FGameplayEffectApplicationInfoHard>
        inline uint64_t bUsePrimaryInputComponent = 0x50; // bool : 0
        inline uint64_t bShouldHotbarKeysForceExitBuildMode = 0x51; // bool : 0
        inline uint64_t AbilityActivatedByInputKeyTag = 0x54; // FGameplayTag
        inline uint64_t AbilityActivatedByInputTag = 0x58; // FGameplayTag
        inline uint64_t AbilityActivatedByInputCooldownTag = 0x5c; // FGameplayTag
        inline uint64_t AbilitiesActivatedByInput = 0x60; // TArray<FAbilityActivatedByInputData>
        inline uint64_t AdditionalItemsToAdd = 0x70; // TArray<FortItemDefinition*>
        inline uint64_t PassiveGameplayEffects = 0x80; // TArray<FGameplayEffectApplicationInfo>
        inline uint64_t AnalyticsTags = 0x90; // FGameplayTagContainer
    }

    namespace FortInventory {
        inline uint64_t RecentlyAdded = 0x278; // TArray<FortItem*>
        inline uint64_t RecentlyRemoved = 0x288; // TArray<FortItem*>
        inline uint64_t RecentlyChanged = 0x298; // TArray<FortItem*>
        inline uint64_t InventoryType = 0x2b9; // EFortInventoryType
        inline uint64_t Inventory = 0x2c0; // FortItemList
        inline uint64_t PendingExistingItems = 0x348; // TArray<FortWorldItem*>
        inline uint64_t ReplayPawn = 0x364; // TWeakObjectPtr<FortPawn>
        inline uint64_t bRequiresLocalUpdate = 0x36c; // bool : 0
        inline uint64_t bRequiresSaving = 0x36d; // bool : 0
        inline uint64_t bIsShuttingDown = 0x36e; // bool : 0
        inline uint64_t PendingInstances = 0x388; // TArray<FortWorldItem*>
    }

    namespace FortPawn {
        inline uint64_t bUseBaseChanged = 0x728; // bool : 2
        inline uint64_t bIgnoreNextFallingDamage = 0x728; // bool : 3
        inline uint64_t bAllowDeathFromFallingDamage = 0x728; // bool : 4
        inline uint64_t bIsDying = 0x728; // bool : 5
        inline uint64_t bPlayedDying = 0x728; // bool : 6
        inline uint64_t bIsHiddenForDeath = 0x728; // bool : 7
        inline uint64_t bIsKnockedback = 0x729; // bool : 0
        inline uint64_t bIsStaggered = 0x729; // bool : 1
        inline uint64_t bCanCapsuleBeUsedForTargeting = 0x729; // bool : 3
        inline uint64_t bUseLineTestForDamageZoneBoneDetection = 0x729; // bool : 4
        inline uint64_t bMovingEmote = 0x729; // bool : 6
        inline uint64_t bMovingEmoteForwardOnly = 0x729; // bool : 7
        inline uint64_t bMovingEmoteFollowingOnly = 0x72a; // bool : 0
        inline uint64_t bMovingEmoteSkipLandingFX = 0x72a; // bool : 1
        inline uint64_t bIsInvulnerable = 0x72a; // bool : 2
        inline uint64_t bSpotted = 0x72a; // bool : 3
        inline uint64_t bRegisterWithAISight = 0x72a; // bool : 4
        inline uint64_t bRegisterWithAimAssist = 0x72a; // bool : 5
        inline uint64_t AimAssistShapeOverride = 0x730; // FComponentReference
        inline uint64_t bPrimaryInputHeld = 0x758; // bool : 0
        inline uint64_t bSecondaryInputHeld = 0x758; // bool : 1
        inline uint64_t bPrimaryInputQueued = 0x758; // bool : 2
        inline uint64_t bWeaponActivated = 0x758; // bool : 3
        inline uint64_t bIsInGoop = 0x758; // bool : 4
        inline uint64_t bReplicatedIsInGoop = 0x758; // bool : 5
        inline uint64_t bIsSliding = 0x758; // bool : 6
        inline uint64_t bIsSkating = 0x758; // bool : 7
        inline uint64_t AdditionalPickupTags = 0x760; // FGameplayTagContainer
        inline uint64_t SpawnSourceOverride = 0x780; // EFortPickupSpawnSource
        inline uint64_t bIsSwinging = 0x781; // bool : 0
        inline uint64_t bSwingingAttached = 0x781; // bool : 1
        inline uint64_t SwingAttachLocation = 0x788; // FVector
        inline uint64_t SwingAttachLocationUpdateDistanceThreshold = 0x7a0; // float
        inline uint64_t bSkipAnalogJump = 0x7a4; // bool : 0
        inline uint64_t FootstepTraceTypeQuery = 0x7a5; // ETraceTypeQuery
        inline uint64_t FootstepSurfaceType = 0x7a6; // EFortFootstepSurfaceType
        inline uint64_t OnMovementBaseChanged = 0x7c0; // MulticastInlineDelegateProperty
        inline uint64_t OnMovementBaseObjectChanged = 0x7d0; // MulticastInlineDelegateProperty
        inline uint64_t OnHeldObjectPickedUp = 0x7f8; // MulticastInlineDelegateProperty
        inline uint64_t OnHeldObjectDropped = 0x808; // MulticastInlineDelegateProperty
        inline uint64_t OnAudioVisualizerUMGEnabled = 0x818; // MulticastInlineDelegateProperty
        inline uint64_t OnAudioVisualizerPreferencesChanged = 0x828; // MulticastInlineDelegateProperty
        inline uint64_t SoundIndicatorComponent = 0x850; // FortSoundIndicatorComponent*
        inline uint64_t UroShiftBucket = 0x868; // EUpdateRateShiftBucket
        inline uint64_t bUpdateMeshComponentUpdateFlagOnServer = 0x869; // bool : 0
        inline uint64_t bUROCanTieToLODs = 0x869; // bool : 1
        inline uint64_t bPostProcessNavLocation = 0x869; // bool : 2
        inline uint64_t bUseControllerRotationForTargetingTransform = 0x869; // bool : 3
        inline uint64_t bHealthSynced = 0x869; // bool : 4
        inline uint64_t bWeaponHolstered = 0x869; // bool : 5
        inline uint64_t bAbilitiesBlockEquipmentChangeOnServer = 0x869; // bool : 6
        inline uint64_t bPostSequenceMovementReplicationState = 0x869; // bool : 7
        inline uint64_t bHasSequencerLocalAuthority = 0x86a; // bool : 0
        inline uint64_t MutatorBoneScaleChangeRevision = 0x86c; // uint32
        inline uint64_t bSkipReticleColorTrace = 0x881; // bool : 0
        inline uint64_t bPrioritizePawnCollisionsOnAbilityTargetSelectionVisibilityTest = 0x881; // bool : 2
        inline uint64_t bTreatAsPawnForHitMarkers = 0x881; // bool : 3
        inline uint64_t bDisplayPawnHitMarkersForChildActors = 0x881; // bool : 4
        inline uint64_t bUsesStats = 0x881; // bool : 5
        inline uint64_t bAllowBuildingActorTeleport = 0x881; // bool : 6
        inline uint64_t bIsDBNO = 0x881; // bool : 7
        inline uint64_t bWasDBNOOnDeath = 0x882; // bool : 0
        inline uint64_t bCachedIsInAthena = 0x882; // bool : 1
        inline uint64_t bShouldUseCharacterMovementIdleFastPath = 0x882; // bool : 2
        inline uint64_t CurrentMovementStyle = 0x883; // EFortMovementStyle
        inline uint64_t ControlRecoveryBehavior = 0x884; // EFortControlRecoveryBehavior
        inline uint64_t TeleportCounter = 0x885; // uint8
        inline uint64_t PawnStatHandle = 0x8a8; // FDataTableRowHandle
        inline uint64_t OverridePawnStatHandle = 0x8b8; // FDataTableRowHandle
        inline uint64_t SlidingFriction = 0x8c8; // float
        inline uint64_t bIsSlopeSliding = 0x8cc; // bool : 0
        inline uint64_t PackedReplicatedSlopeAngles = 0x8ce; // uint16
        inline uint64_t SlidingBrakingDeceleration = 0x8d0; // float
        inline uint64_t StormShieldComponent = 0x8d8; // FortStormShieldComponent*
        inline uint64_t OnStormShieldComponentCreated = 0x8e0; // MulticastInlineDelegateProperty
        inline uint64_t PushSize = 0x8f0; // EFortPawnPushSize
        inline uint64_t LastRevivedFromDBNOTime = 0x8fc; // float
        inline uint64_t LastSurfaceTraceTime = 0x900; // float
        inline uint64_t LastSurfaceTraceLocation = 0x908; // FVector
        inline uint64_t OnIsLocallyViewedChanged = 0x920; // MulticastInlineDelegateProperty
        inline uint64_t CachedSkeletalMeshLocalBoudingBox = 0x958; // FBox
        inline uint64_t OnBaseChangedDelegate = 0x990; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnJumped = 0x9a8; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnCrouchChanged = 0x9b8; // MulticastInlineDelegateProperty
        inline uint64_t bIsJumping = 0x9c8; // bool : 0
        inline uint64_t PawnUniqueID = 0x9cc; // int32
        inline uint64_t CurrentWeapon = 0x9d0; // FortWeapon*
        inline uint64_t DurabilityPercentToRestoreOnDeath = 0x9d8; // FScalableFloat
        inline uint64_t PreviousWeapon = 0xa00; // FortWeapon*
        inline uint64_t CurrentWeaponList = 0xa08; // TArray<FortWeapon*>
        inline uint64_t PreviousAbilityWeaponNameForTelemetry = 0xa18; // FString
        inline uint64_t bShouldSeeThroughFactionMembers = 0xa48; // bool : 0
        inline uint64_t CachedAffiliationManager = 0xa50; // FortGameStateComponent_AffiliationManager*
        inline uint64_t WeaponHandSocketName = 0xa58; // FName
        inline uint64_t LeftHandWeaponHandSocketName = 0xa5c; // FName
        inline uint64_t SpawnSpot = 0xa60; // Actor*
        inline uint64_t DeathTags = 0xa68; // FGameplayTagContainer
        inline uint64_t OnSpawnImmunityStartedDelegate = 0xa88; // MulticastInlineDelegateProperty
        inline uint64_t OnSpawnImmunityEndedDelegate = 0xa98; // MulticastInlineDelegateProperty
        inline uint64_t SpawnImmunityData = 0xaa8; // FSpawnImmunityData
        inline uint64_t SpawnImmunityTime = 0xab0; // float
        inline uint64_t CurrentWaterBody = 0xac0; // FortWaterBodyActor*
        inline uint64_t bShouldSupportSurfaceSwimming = 0xac8; // bool : 0
        inline uint64_t ReplicatedWaterBody = 0xad0; // FortWaterBodyActor*
        inline uint64_t IncomingPickups = 0xad8; // TArray<FortPickup*>
        inline uint64_t PickupDirectionData = 0xae8; // TArray<FortPickupEntryData>
        inline uint64_t bIsStunned = 0xaf8; // bool : 0
        inline uint64_t WindVolumes = 0xb00; // TArray<FWindVolumeData>
        inline uint64_t VortexParams = 0xb10; // FVortexParams
        inline uint64_t bIsInVortex = 0xba0; // bool : 0
        inline uint64_t bReplicatedIsInVortex = 0xba0; // bool : 1
        inline uint64_t CurrentSkyTube = 0xba8; // FortSkyTube*
        inline uint64_t ReplicatedSkyTube = 0xbb0; // FortSkyTube*
        inline uint64_t OverlappedSkyTubes = 0xbb8; // TArray<FortSkyTube*>
        inline uint64_t bPrioritizeEarlierTubes = 0xbc8; // FScalableFloat
        inline uint64_t OnSkyTubeChanged = 0xbf0; // MulticastInlineDelegateProperty
        inline uint64_t OnSearchedContainer = 0xc00; // MulticastInlineDelegateProperty
        inline uint64_t AdditiveCringeCount = 0xc10; // int32
        inline uint64_t AdditiveCringeDuration = 0xc14; // float
        inline uint64_t bSupportsDamageNumbersAtHitLocation = 0xc18; // bool : 0
        inline uint64_t PushMomentum = 0xc20; // FVector_NetQuantize
        inline uint64_t LocalSpin = 0xc50; // float
        inline uint64_t bTurnTransitionActiveAndControllingRotation = 0xc55; // bool : 0
        inline uint64_t HitReactionModule = 0xc58; // FortPawnHitReactionModule
        inline uint64_t DeathCueTag = 0xdc4; // FGameplayCueTag
        inline uint64_t DeathStatTags = 0xdc8; // TArray<FortStatManagerTag>
        inline uint64_t DeathHitSocket = 0xdd8; // SkeletalMeshSocket*
        inline uint64_t OnPlayerStartDBNO = 0xde8; // MulticastInlineDelegateProperty
        inline uint64_t OnDBNOStateChanged = 0xdf8; // MulticastInlineDelegateProperty
        inline uint64_t DefaultLifespanAfterDeath = 0xe08; // float
        inline uint64_t TeamBeaconMaxDist = 0xe0c; // float
        inline uint64_t TeamBeaconTextColor = 0xe10; // FColor
        inline uint64_t LastTakeHitTimeTimeout = 0xe14; // float
        inline uint64_t LastDamagedTime = 0xe18; // float
        inline uint64_t CurrentlyAttachedWeapon = 0xe20; // FortWeapon*
        inline uint64_t CachedNavFloor = 0xe28; // PrimitiveComponent*
        inline uint64_t MaxFootstepDistance = 0xe34; // float
        inline uint64_t DBNOLandingSound = 0xe38; // SoundBase*
        inline uint64_t DefaultFootstepSound = 0xe40; // SoundBase*
        inline uint64_t DefaultFastFootstepSound = 0xe48; // SoundBase*
        inline uint64_t DefaultLandingSound = 0xe50; // SoundBase*
        inline uint64_t DefaultHardLandingSound = 0xe58; // SoundBase*
        inline uint64_t DefaultJumpSound = 0xe60; // SoundBase*
        inline uint64_t DefaultHitNotifyAudioBank = 0xe68; // TSoftObjectPtr<WeaponHitNotifyAudioBank>
        inline uint64_t LoadedDefaultHitNotifyAudioBank = 0xe88; // WeaponHitNotifyAudioBank*
        inline uint64_t DefaultSwimmingAudioBank = 0xe90; // FortSwimmingAudioBank*
        inline uint64_t SoundLibraryComponent = 0xe98; // FortSoundLibraryComponent*
        inline uint64_t HitReactionZones = 0xea0; // TArray<FHitReactionZone>
        inline uint64_t LineTestForDamageZoneBoneDetectionRadius = 0xeb0; // float
        inline uint64_t DamageZones = 0xeb8; // FPawnDamageZones
        inline uint64_t DamageZoneActiveBitMask = 0xf30; // uint8
        inline uint64_t TargettingZOffset = 0xf34; // float
        inline uint64_t OnPawnHiddenForDeath = 0xf38; // MulticastInlineDelegateProperty
        inline uint64_t JumpFlashCountPacked = 0xf48; // uint8
        inline uint64_t LandingFlashCountPacked = 0xf49; // uint8
        inline uint64_t EmoteAudioComps = 0xf50; // TMap<FName, FEmoteAudioComponentData>
        inline uint64_t FrontEndEmoteAudioAttenuation = 0xf60; // SoundAttenuation*
        inline uint64_t InGameEmoteAudioAttenuation = 0xf68; // SoundAttenuation*
        inline uint64_t InGameEmoteSoundEffectSoundPresetChain = 0xf70; // SoundEffectSourcePresetChain*
        inline uint64_t EmoteMeshCompDatas = 0xf78; // TMap<int32, FEmoteMeshCompData>
        inline uint64_t EmotePropActors = 0xf88; // TMap<int32, Actor*>
        inline uint64_t EmoteParticleSystemComps = 0xf98; // TMap<int32, ParticleSystemComponent*>
        inline uint64_t EmoteCount = 0xfa8; // int32
        inline uint64_t LastEmoteTime = 0xfac; // float
        inline uint64_t LastEmoteEndTime = 0xfb0; // float
        inline uint64_t LastEmoteItemDef = 0xfb8; // FortItemDefinition*
        inline uint64_t CurrentSerializedEmoteItemDef = 0xfc0; // FortItemDefinition*
        inline uint64_t LastReplicatedEmoteExecuted = 0xfc8; // FortItemDefinition*
        inline uint64_t bFireBlockedByEmoteCooldown = 0xfd0; // bool : 0
        inline uint64_t EmoteToFireCooldownTime = 0xfd4; // float
        inline uint64_t EmoteWalkSpeed = 0xfd8; // float
        inline uint64_t bFaceReplicatedRotationWhenEmoting = 0xfdc; // bool : 0
        inline uint64_t DynamicComponents = 0xfe8; // TArray<ActorComponent*>
        inline uint64_t AdditionalModifierDefinitions = 0xff8; // TArray<FortGameplayModifierItemDefinition*>
        inline uint64_t OnPawnTeleported = 0x1008; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnLanded = 0x1018; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnStartedEmote = 0x1028; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnStoppedEmote = 0x1038; // MulticastInlineDelegateProperty
        inline uint64_t OnHitPawn = 0x1048; // MulticastInlineDelegateProperty
        inline uint64_t OnDied = 0x1058; // MulticastInlineDelegateProperty
        inline uint64_t OnDeathEffects = 0x1068; // MulticastInlineDelegateProperty
        inline uint64_t OnDamaged = 0x10a8; // MulticastInlineDelegateProperty
        inline uint64_t OnDidDamage = 0x10b8; // MulticastInlineDelegateProperty
        inline uint64_t OnDidDamageToBuildingActor = 0x10c8; // MulticastInlineDelegateProperty
        inline uint64_t EmoteComponent = 0x10e8; // FortEmoteComponent*
        inline uint64_t EmoteMusicClockComponent = 0x10f0; // MusicClockComponent*
        inline uint64_t FootstepBank = 0x10f8; // FortFootstepAudioBank*
        inline uint64_t PawnMeshOverride = 0x1100; // TWeakObjectPtr<SkeletalMeshComponent>
        inline uint64_t PendingFallDamagePayloads = 0x1108; // TArray<FGameplayEventData>
        inline uint64_t OnPreWeaponEquippedDelegate = 0x1118; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponEquippedDelegate = 0x1128; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponUnEquippedDelegate = 0x1150; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponAttachmentChangedDelegate = 0x1190; // MulticastInlineDelegateProperty
        inline uint64_t OnDroppedPickupPrimayEntryChanged = 0x11a0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupSpawnedDelegate = 0x11b0; // MulticastInlineDelegateProperty
        inline uint64_t HealthRegenDelayGameplayEffect = 0x11c0; // Class*
        inline uint64_t HealthRegenGameplayEffect = 0x11c8; // Class*
        inline uint64_t ShieldRegenDelayGameplayEffect = 0x11d0; // Class*
        inline uint64_t ShieldRegenGameplayEffect = 0x11d8; // Class*
        inline uint64_t CurrentWeaponAnimLayerOverlayClass = 0x11e8; // Class*
        inline uint64_t WeaponToBeEquippedAfterStow = 0x11f0; // FortWeapon*
        inline uint64_t StowComponentInterface = 0x11f8; // TScriptInterface<FortStowComponentInterface>
        inline uint64_t OnHolsteredEvent = 0x1208; // MulticastInlineDelegateProperty
        inline uint64_t OnUnholsteredEvent = 0x1218; // MulticastInlineDelegateProperty
        inline uint64_t HolsterWeaponRequests = 0x1258; // TArray<FHolsterRequestData>
        inline uint64_t HolsterActiveDuration = 0x1270; // float
        inline uint64_t bIgnoreCancelSwimSprintHolster = 0x1274; // bool : 0
        inline uint64_t StaySpottedTime = 0x1288; // float
        inline uint64_t SpottedEvent = 0x128c; // FName
        inline uint64_t DefaultFeedback = 0x1290; // FortFeedbackBank*
        inline uint64_t ActiveSoundIndicators = 0x1298; // TArray<FortNiagaraCameraLensEffectDirectional*>
        inline uint64_t DefaultSoundTrackingVisual = 0x12c8; // Class*
        inline uint64_t SoundTrackingVisibilityTags = 0x12d0; // FGameplayTagContainer
        inline uint64_t PriorityModifiers = 0x12f0; // TMap<EFortSoundIndicatorTypes, float>
        inline uint64_t PrioritySoundIndicatorTypes = 0x1300; // TMap<EVisualizeAudioPriority, FSoundIndicatorTypesWrapper>
        inline uint64_t VocalChords = 0x1390; // TArray<FortPawnVocalChord>
        inline uint64_t bIsDisconnectedPawn = 0x13b8; // bool : 0
        inline uint64_t MaxHealthApplicationHandle = 0x13bc; // FActiveGameplayEffectHandle
        inline uint64_t MaxHealthApplicationGameplayEffect = 0x13d0; // Class*
        inline uint64_t HealthSet = 0x13d8; // FortHealthSet*
        inline uint64_t ControlResistanceSet = 0x13e0; // FortControlResistanceSet*
        inline uint64_t DamageSet = 0x13e8; // FortDamageSet*
        inline uint64_t MovementSet = 0x13f0; // FortMovementSet*
        inline uint64_t AdvancedMovementSet = 0x13f8; // FortAdvancedMovementSet*
        inline uint64_t AIPerceptionAttributeSet = 0x1400; // FortAIPerceptionAttributeSet*
        inline uint64_t OnAbilityDecisionWindowStackUpdated = 0x1410; // MulticastInlineDelegateProperty
        inline uint64_t OnAbilityTargetingBlocked = 0x1450; // MulticastInlineDelegateProperty
        inline uint64_t AbilitySystemComponent = 0x1460; // FortAbilitySystemComponent*
        inline uint64_t DecisionWindowStack = 0x1468; // TArray<FortActiveMontageDecisionWindow>
        inline uint64_t GameplayTags = 0x1478; // FGameplayTagContainer
        inline uint64_t DisplayName = 0x1498; // FText
        inline uint64_t Damagers = 0x14a8; // TArray<FDamagerInfo>
        inline uint64_t TotalDamageDoneTrackers = 0x14b8; // TArray<FDamageDoneSourceInfo>
        inline uint64_t TargetDamageDoneTrackers = 0x14c8; // TArray<FDamageDoneTargetInfo>
        inline uint64_t TotalDamageTakenTrackers = 0x14d8; // TArray<FDamageDoneSourceInfo>
        inline uint64_t TargetDamageTakenTrackers = 0x14e8; // TArray<FDamageDoneTargetInfo>
        inline uint64_t DamageDoneLastAtTime = 0x14f8; // float
        inline uint64_t DamageTakenLastAtTime = 0x14fc; // float
        inline uint64_t LastHitTime = 0x1500; // float
        inline uint64_t TotalPlayerDamageDealt = 0x1504; // float
        inline uint64_t TotalPlayerDamageTaken = 0x1508; // float
        inline uint64_t HealthBarIndicator = 0x1510; // FortHealthBarIndicator*
        inline uint64_t CurrentCalloutTag = 0x1518; // FGameplayTag
        inline uint64_t CalloutEntries = 0x1520; // TArray<FCalloutEntry>
        inline uint64_t HealthBarWidth = 0x1530; // float
        inline uint64_t HealthBarHeightMultiplier = 0x1534; // float
        inline uint64_t SpottedBrush = 0x1540; // FSlateBrush
        inline uint64_t SpottedIconOffset = 0x15f0; // FVector
        inline uint64_t ClientNonRenderedAnimUpdateRate = 0x1608; // int32
        inline uint64_t MaxEvalRateForInterpolation = 0x160c; // int32
        inline uint64_t AnimUpdateRateVisibleMaxDistanceFactor = 0x1610; // TArray<float>
        inline uint64_t LODToFrameSkipMap = 0x1620; // TMap<int32, int32>
        inline uint64_t LODToFrameSkipMapPerPlatform = 0x1630; // TMap<int32, FPerPlatformInt>
        inline uint64_t OnNpcHired = 0x1650; // MulticastInlineDelegateProperty
        inline uint64_t CurrentSentence = 0x1660; // FortConversationSentence
        inline uint64_t OnPawnHealthChanged = 0x1710; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnMaxOvershieldChanged = 0x1720; // MulticastInlineDelegateProperty
        inline uint64_t AccumulatedBatchData_Shared = 0x1730; // FAthenaBatchedDamageGameplayCues_Shared
        inline uint64_t AccumulatedBatchData_NonShared = 0x17d8; // FAthenaBatchedDamageGameplayCues_NonShared
        inline uint64_t BatchedGameplayCueParameters = 0x1800; // FGameplayCueParameters
        inline uint64_t ReplayItemActions = 0x18d0; // FGameplayTagContainer
        inline uint64_t HidingVisibilityTags = 0x1910; // FGameplayTagContainer
        inline uint64_t HidingTransitionVisibilityTags = 0x1930; // FGameplayTagContainer
        inline uint64_t PegasusTimelineCollector = 0x1950; // PegasusGameEventCollector*
        inline uint64_t AILODComponent = 0x1958; // FortAthenaAILODComponent*
        inline uint64_t ClientAILODSettings = 0x1980; // FClientAILODSettings
        inline uint64_t FallbackTag = 0x1c70; // FGameplayTag
        inline uint64_t DebugType = 0x1c78; // FString
        inline uint64_t RecordedGunshots = 0x1c88; // TMap<uint32, FRecordedGunshot>
        inline uint64_t OnPawnComponentAttachedEvent = 0x1cd8; // MulticastInlineDelegateProperty
        inline uint64_t OverlappingBuildings = 0x1d18; // TArray<BuildingActor*>
        inline uint64_t ActiveMovementModeExtensionRuntimeData = 0x1d28; // FortMovementMode_BaseExtRuntimeData*
        inline uint64_t ActiveLayeredMovementModeExtensionRuntimeData = 0x1d30; // TArray<FortMovementMode_BaseExtRuntimeData*>
        inline uint64_t PushedMovementModeExtensionRuntimeData = 0x1d40; // TArray<FortMovementMode_BaseExtRuntimeData*>
        inline uint64_t RepMovementModeExtension = 0x1d50; // FRepMovementModeExtension
        inline uint64_t ReplicatedMovementPool = 0x1d88; // TArray<FortMovementMode_BaseExtRuntimeData*>
        inline uint64_t RegisteredMovementModeExtensionLogic = 0x1d98; // TMap<FMovementMode_ExtID, FortMovementMode_BaseExtLogic*>
        inline uint64_t CapsuleRadiusFortPawn = 0x1df0; // float
        inline uint64_t CapsuleHalfHeightFortPawn = 0x1df4; // float
        inline uint64_t MeshHeightAdjustFortPawn = 0x1e08; // double
        inline uint64_t CurrentEmoteGatingParams = 0x1e10; // FGatingParams
        inline uint64_t CachedEmoteGatingParams = 0x1e38; // FGatingParams
        inline uint64_t LastFallDamageBlocked = 0x1e70; // FallDamageBlockedData
        inline uint64_t OverrideFallDamageSpecs = 0x1ea0; // TArray<FGameplayEffectSpecHandle>
        inline uint64_t DamageMessages = 0x1ee0; // TArray<FortVerbMessage_DamageDone>
        inline uint64_t HitMessages = 0x1ef0; // TArray<FortVerbMessage_Hit>
        inline uint64_t PendingOverrideFallDamageClassesToRemove = 0x1f00; // TArray<FallDamageGEPendingRemoveData>
        inline uint64_t OnItemDroppedLocally = 0x1f10; // MulticastInlineDelegateProperty
    }

    namespace FortPickup {
        inline uint64_t PickupSourceTypeFlags = 0x288; // EFortPickupSourceTypeFlag
        inline uint64_t PickupSpawnSource = 0x289; // EFortPickupSpawnSource
        inline uint64_t ServerImpactSoundFlash = 0x28a; // uint8
        inline uint64_t bBlockedFromAutoPickup = 0x28b; // bool : 0
        inline uint64_t bCanBeMarked = 0x28c; // bool : 1
        inline uint64_t bPickedUp = 0x28c; // bool : 2
        inline uint64_t bSplitOnPickup = 0x28c; // bool : 3
        inline uint64_t bTossedFromContainer = 0x28c; // bool : 4
        inline uint64_t bForceHideMinimapIndicator = 0x28c; // bool : 5
        inline uint64_t bCombinePickupsWhenTossCompletes = 0x28c; // bool : 6
        inline uint64_t bRandomRotation = 0x28c; // bool : 7
        inline uint64_t bServerStoppedSimulation = 0x28d; // bool : 0
        inline uint64_t bClientUseInterpolationOnly = 0x28d; // bool : 1
        inline uint64_t bForceDefaultFlyTime = 0x28d; // bool : 2
        inline uint64_t bUsePickupWidget = 0x28d; // bool : 3
        inline uint64_t bSuppressInteractionWidget = 0x28d; // bool : 4
        inline uint64_t bWeaponsCanBeAutoPickups = 0x28d; // bool : 5
        inline uint64_t bAutoUpgradeWeapons = 0x28d; // bool : 6
        inline uint64_t bDoServerHandlePickupTrace = 0x28d; // bool : 7
        inline uint64_t SimulatingTooLongLength = 0x290; // float
        inline uint64_t SimulatingTooLongLengthInWaterMoving = 0x294; // float
        inline uint64_t SimulatingTooLongLengthInWaterBobbing = 0x298; // float
        inline uint64_t SimulatingTooLongLengthInWaterVelocityThreshold = 0x29c; // float
        inline uint64_t OnPickup = 0x2a0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupAttempted = 0x2c8; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupDespawned = 0x2f0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupDestroyed = 0x300; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupCombined = 0x310; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupCombinedOverflow = 0x320; // MulticastInlineDelegateProperty
        inline uint64_t OnSetPawnWhoDroppedPickup = 0x330; // MulticastInlineDelegateProperty
        inline uint64_t BP_OnPickupBlueprintEffectPopulated = 0x340; // MulticastInlineDelegateProperty
        inline uint64_t PrimaryPickupItemEntry = 0x368; // FortItemEntry
        inline uint64_t MultiItemPickupEntries = 0x400; // TArray<FortItemEntry>
        inline uint64_t PickupLocationData = 0x410; // FortPickupLocationData
        inline uint64_t OwnerInstigator = 0x4e8; // TWeakObjectPtr<Actor>
        inline uint64_t OptionalOwnerID = 0x4f0; // int16
        inline uint64_t DropperID = 0x4f2; // int16
        inline uint64_t OptionalMissionGuid = 0x4f4; // FGuid
        inline uint64_t PrimaryPickupDummyItem = 0x508; // FortItem*
        inline uint64_t PickupEffectBlueprint = 0x510; // TWeakObjectPtr<FortPickupEffect>
        inline uint64_t PickupEffectComponent = 0x518; // TWeakObjectPtr<FortPickupEffectComponent>
        inline uint64_t TouchCapsule = 0x520; // FortPickupCapsuleComponent*
        inline uint64_t MovementComponent = 0x528; // FortProjectileMovementComponent*
        inline uint64_t WaterInteractionComponent = 0x530; // FortWaterInteractionComponent*
        inline uint64_t LinkToActorComponent = 0x538; // FortLinkToActorComponent*
        inline uint64_t TosserContainer = 0x540; // TWeakObjectPtr<Actor>
        inline uint64_t LastLandedSoundPlayTime = 0x548; // float
        inline uint64_t OverrideInteractAimRadius = 0x54c; // float
        inline uint64_t LandSoundZForceThreshold = 0x550; // float
        inline uint64_t DefaultFlyTime = 0x554; // float
        inline uint64_t DroppedLoopingSoundComps = 0x558; // TArray<TWeakObjectPtr<AudioComponent>>
        inline uint64_t LandedSoundOverride = 0x568; // SoundBase*
        inline uint64_t PawnWhoDroppedPickup = 0x570; // TWeakObjectPtr<FortPawn>
        inline uint64_t CachedSpecialActorIdx = 0x578; // int32
        inline uint64_t SpecialActorId = 0x57c; // FName
        inline uint64_t MiniMapIndicator = 0x580; // FortSimpleMiniMapIndicator*
        inline uint64_t HUDLabel = 0x588; // FortSlateHUDIndicator*
        inline uint64_t StartSimulatingTime = 0x69c; // float
        inline uint64_t VolumeAtSpawn = 0x6a0; // TScriptInterface<FortSpatialGameplayInterface>
        inline uint64_t DespawnTime = 0x6d8; // float
        inline uint64_t StormDespawnTime = 0x6dc; // float
        inline uint64_t DefaultDespawnTime = 0x6e0; // float
        inline uint64_t DefaultStormDespawnTime = 0x6e4; // float
        inline uint64_t DefaultNetworkCullDistance = 0x6e8; // float
    }

    namespace FortWeapon {
        inline uint64_t OnWeaponRateOfFireChanged = 0x2b8; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponRateOfFireScaleChanged = 0x2c8; // MulticastInlineDelegateProperty
        inline uint64_t OnPressTrigger = 0x2e0; // MulticastInlineDelegateProperty
        inline uint64_t OnReleaseTrigger = 0x2f0; // MulticastInlineDelegateProperty
        inline uint64_t TimeToEquip = 0x348; // float
        inline uint64_t bNeverUpdateLastFireTimeOnImpactForLocalClient = 0x34c; // bool : 0
        inline uint64_t bIsEquippingWeapon = 0x360; // bool : 0
        inline uint64_t IsEquippingWeaponChanged = 0x368; // MulticastInlineDelegateProperty
        inline uint64_t bIsChargingWeapon = 0x378; // bool : 0
        inline uint64_t bIsReloadingWeapon = 0x379; // bool : 0
        inline uint64_t bDisableEquipAnimation = 0x379; // bool : 1
        inline uint64_t bCheckCollisionsWithoutAbility = 0x379; // bool : 2
        inline uint64_t bIsAimingConsumable = 0x3a0; // bool : 0
        inline uint64_t OnLocalAmmoChanged = 0x3f0; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalReloadStarted = 0x400; // MulticastInlineDelegateProperty
        inline uint64_t OnReloadStarted = 0x410; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalReloadCancelled = 0x438; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalTargetingChanged = 0x460; // MulticastInlineDelegateProperty
        inline uint64_t OnTargetingChanged = 0x470; // MulticastInlineDelegateProperty
        inline uint64_t OnSecondaryAbilityToggled = 0x480; // MulticastInlineDelegateProperty
        inline uint64_t OnVisibilityChanged = 0x490; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponSetActorHiddenInGame = 0x4b8; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponFireAudio = 0x4c8; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponFireAudioVisuals = 0x4d8; // MulticastInlineDelegateProperty
        inline uint64_t OnModAddedToWeapon = 0x4e8; // MulticastInlineDelegateProperty
        inline uint64_t OnModRemovedFromWeapon = 0x4f8; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponModSlotsEquipped = 0x508; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponModSlotsUnequipped = 0x518; // MulticastInlineDelegateProperty
        inline uint64_t OnConsumeAmmo = 0x558; // MulticastInlineDelegateProperty
        inline uint64_t OnTryReload = 0x568; // MulticastInlineDelegateProperty
        inline uint64_t OnReticleColorChanged = 0x588; // MulticastInlineDelegateProperty
        inline uint64_t bUseAttributeCaching = 0x608; // bool : 0
        inline uint64_t bPreventRuntimeChangeToReticleDisplays = 0x608; // bool : 2
        inline uint64_t bShouldDrawReticleForFirstPersonCamera = 0x608; // bool : 3
        inline uint64_t bShouldDrawAmmoCountForFirstPersonCamera = 0x608; // bool : 4
        inline uint64_t WeaponData = 0x610; // FortWeaponItemDefinition*
        inline uint64_t CosmeticOverrideWeaponData = 0x618; // FortWeaponItemDefinition*
        inline uint64_t bImpactFXAttachedToHitActor = 0x620; // bool : 0
        inline uint64_t GameplayAbilityBehaviorDistanceData = 0x638; // TArray<FortGameplayAbilityBehaviorDistanceData>
        inline uint64_t HitNotifyAudioBank = 0x648; // WeaponHitNotifyAudioBank*
        inline uint64_t SoundLibraryComponent = 0x650; // FortSoundLibraryComponent*
        inline uint64_t bRemoveAbilitiesWhenRemovedFromInventory = 0x670; // bool : 0
        inline uint64_t GrantedAbilityRemovalPolicy = 0x671; // EFortWeaponAbilityRemovalPolicy
        inline uint64_t BP_OnWeaponCosmeticsReady = 0x690; // MulticastInlineDelegateProperty
        inline uint64_t EquippedWeaponDestroyWrapperRepCounter = 0x6c8; // uint8
        inline uint64_t EquippedWeaponDestroyedGameplayCue = 0x6cc; // FGameplayTag
        inline uint64_t FireModeOverride = 0x6d0; // EFortWeaponRuntimeFireMode
        inline uint64_t OnFireModeChanged = 0x6d8; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayImpactFXDelegate = 0x718; // MulticastInlineDelegateProperty
        inline uint64_t OnBeamFiredDelegate = 0x728; // DelegateProperty
        inline uint64_t CachedImpactDetails = 0x780; // TMap<EPhysicalSurface, FortWeaponImpactFXDetails>
        inline uint64_t MuzzleFlashDelayForAnimationTime = 0x7c4; // float
        inline uint64_t PersistentFXStartTime = 0x7c8; // float
        inline uint64_t PersistentSFXStartTime = 0x7cc; // float
        inline uint64_t MinimumTimeForPersistentFX = 0x7d0; // float
        inline uint64_t OverrideItemWrapSoftPtr = 0x7d8; // TSoftObjectPtr<AthenaItemWrapDefinition>
        inline uint64_t DevicePropertyHandles = 0x7f8; // TSet<EnumProperty>
        inline uint64_t ApplicableDeviceProperties = 0x808; // TArray<FortWeaponInputDevicePropertyPair>
        inline uint64_t WeaponReduceMeshWorkSetting = 0x878; // EFortWeaponReduceMeshWorkSetting
        inline uint64_t bWeaponSupportsQuartzGunfire = 0x890; // bool : 0
        inline uint64_t QuartzGunfireComp = 0x898; // FortQuartzGunfireComponent*
        inline uint64_t bShouldDrawNativeReticle = 0x8a0; // bool : 0
        inline uint64_t bShouldAlwaysDrawNativeMuzzleBlockedIndicator = 0x8a1; // bool : 0
        inline uint64_t bShouldForceCheckCollisions = 0x8a2; // bool : 0
        inline uint64_t ReticleImage = 0x8a8; // Texture2D*
        inline uint64_t AutoFireReticleImage = 0x8b0; // Texture2D*
        inline uint64_t ReticleDefaultColor = 0x8b8; // FColor
        inline uint64_t ReticleEnemyColor = 0x8bc; // FColor
        inline uint64_t ReticleEnemyDefaultColor = 0x8c0; // FColor
        inline uint64_t ReticleBuildingColor = 0x8c4; // FColor
        inline uint64_t ReticleNoTargetColor = 0x8c8; // FColor
        inline uint64_t HitNotifyReticleImage = 0x8d0; // Texture2D*
        inline uint64_t HitNotifyLocationReticleImage = 0x8d8; // Texture2D*
        inline uint64_t CriticalHitNotifyLocationReticleImage = 0x8e0; // Texture2D*
        inline uint64_t ReticleCenterImage = 0x8e8; // Texture2D*
        inline uint64_t ReticleCenterPerfectAimImage = 0x8f0; // Texture2D*
        inline uint64_t ReticleInvalidTargetImage = 0x8f8; // Texture2D*
        inline uint64_t MuzzleBlockedReticleImage = 0x900; // Texture2D*
        inline uint64_t ReticleAltCenterImage = 0x908; // Texture2D*
        inline uint64_t ReticleOuterImage = 0x910; // Texture2D*
        inline uint64_t ReticleAltOuterImage = 0x918; // Texture2D*
        inline uint64_t ReticleDefaultPrimaryStrikeAngle = 0x920; // float
        inline uint64_t ReticleDefaultSecondaryStrikeAngle = 0x924; // float
        inline uint64_t bSupportsAutofireAtReticleTarget = 0x928; // bool : 0
        inline uint64_t bEnableAutofireForAnyWeaponItemDefinition = 0x929; // bool : 0
        inline uint64_t bSupportsTapToFireMode = 0x92a; // bool : 0
        inline uint64_t CameraBase3PClass = 0x930; // Class*
        inline uint64_t CameraTargeting3PClass = 0x938; // Class*
        inline uint64_t CameraTargeting3PReloadClass = 0x940; // Class*
        inline uint64_t CameraBase1PClass = 0x948; // Class*
        inline uint64_t CameraTargeting1PClass = 0x950; // Class*
        inline uint64_t DestroyedSound = 0x958; // SoundBase*
        inline uint64_t OutOfAmmoSound = 0x960; // SoundBase*
        inline uint64_t ReloadSounds = 0x968; // SoundBase*
        inline uint64_t PrimaryFireSound1P = 0x980; // SoundBase*
        inline uint64_t PrimaryFireSound = 0x988; // SoundBase*
        inline uint64_t PrimaryFireStopSound1P = 0x9a0; // SoundBase*
        inline uint64_t PrimaryFireStopSound = 0x9a8; // SoundBase*
        inline uint64_t SecondaryFireSound = 0x9c0; // SoundBase*
        inline uint64_t SecondaryFireStopSound = 0x9d8; // SoundBase*
        inline uint64_t ChargeFireSound1P = 0x9f0; // SoundBase*
        inline uint64_t ChargeFireSound = 0xa08; // SoundBase*
        inline uint64_t TargetingStartSound = 0xa20; // SoundBase*
        inline uint64_t TargetingEndSound = 0xa28; // SoundBase*
        inline uint64_t PrimaryFireSoundFadeOutTime = 0xa30; // float
        inline uint64_t IndestructibleHitSound = 0xa38; // SoundBase*
        inline uint64_t ImpactPhysicalSurfaceSounds = 0xa40; // SoundBase*
        inline uint64_t ImpactPhysicalSurfaceEffects = 0xb60; // ParticleSystem*
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectAssets = 0xc78; // TArray<NiagaraSystem*>
        inline uint64_t NDCImpactFX = 0xc88; // FortNDCImpactInfo
        inline uint64_t ImpactArraySupportData = 0xe68; // TArray<FWeaponImpactArraySupportData>
        inline uint64_t ImpactCameraShake = 0xe78; // Class*
        inline uint64_t PrimaryForceFeedbackEffect = 0xe80; // ForceFeedbackEffect*
        inline uint64_t SecondaryForceFeedbackEffect = 0xe88; // ForceFeedbackEffect*
        inline uint64_t PrimaryImpactForceFeedbackEffect = 0xe90; // ForceFeedbackEffect*
        inline uint64_t SecondaryImpactForceFeedbackEffect = 0xe98; // ForceFeedbackEffect*
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectInstances = 0xea0; // TArray<NiagaraSystem*>
        inline uint64_t DataStoreManager = 0xeb0; // FortGenericDataStoreManagerComponent*
        inline uint64_t FireAudioChannels = 0xeb8; // AudioComponent*
        inline uint64_t ReloadAudioChannels = 0xed8; // AudioComponent*
        inline uint64_t TargetingAudioChannels = 0xef0; // AudioComponent*
        inline uint64_t SoundIndicatorComponent = 0xf00; // FortSoundIndicatorComponent*
        inline uint64_t CurrentGunFireIndex = 0xf08; // int32
        inline uint64_t WeaponMesh = 0xf10; // SkeletalMeshComponentBudgeted*
        inline uint64_t AllWeaponMeshes = 0xf18; // TArray<SkeletalMeshComponentBudgeted*>
        inline uint64_t DefaultWeaponMaterials = 0xf28; // TArray<MaterialInterface*>
        inline uint64_t OriginalMaterialMap = 0xf38; // TMap<SkeletalMeshComponentBudgeted*, FMaterialInterfaceArray>
        inline uint64_t FireAudioChannelWantsToPlay = 0xf48; // int32
        inline uint64_t ProtoWeaponParentMaterial = 0xf58; // TSoftObjectPtr<MaterialInterface>
        inline uint64_t WrapSectionMask = 0xf78; // int32
        inline uint64_t bUsingSecondaryFireAudio = 0xf7c; // bool : 0
        inline uint64_t bHasCachedAdditionalMeshes = 0xf7d; // bool : 0
        inline uint64_t CurrentReticleColor = 0xf80; // FColor
        inline uint64_t OpticRuntimeData = 0xf84; // FortWeaponOpticRuntimeData
        inline uint64_t CurrentDamageStartLocation = 0xf90; // FVector
        inline uint64_t CurrentAdjustedAimDirection = 0xfa8; // FVector
        inline uint64_t CurrentProjectedImpactDistance = 0xfc0; // float
        inline uint64_t FireFXSignificance = 0xfc4; // FortEffectDistanceQuality
        inline uint64_t LastFireTime = 0xfdc; // float
        inline uint64_t LastSecondaryFireTime = 0xfe0; // float
        inline uint64_t LastFireTimeVerified = 0xfe4; // float
        inline uint64_t bIsPlayingFireFX = 0xff0; // bool : 0
        inline uint64_t bFireFXTriggered = 0xff0; // bool : 1
        inline uint64_t bWeaponFireCustomAudioTriggered = 0xff0; // bool : 2
        inline uint64_t bUsesMetaSoundForMuzzleFireFx = 0xff0; // bool : 3
        inline uint64_t bAllowTargeting = 0xff0; // bool : 4
        inline uint64_t bExitTargetingWhenPrimaryIsFired = 0xff0; // bool : 5
        inline uint64_t bIsTargeting = 0xff0; // bool : 6
        inline uint64_t bForceCameraTargetSource = 0xff0; // bool : 7
        inline uint64_t bTraceThroughPawns = 0xff1; // bool : 0
        inline uint64_t bTraceThroughWorld = 0xff1; // bool : 1
        inline uint64_t bUseProjectileTrace = 0xff1; // bool : 2
        inline uint64_t bUseVariableFocalDistanceTargeting = 0xff1; // bool : 3
        inline uint64_t bUseWeaponTraceForReticle = 0xff1; // bool : 4
        inline uint64_t bWeaponTraceCanBeBlockedByPassthroughTag = 0xff1; // bool : 5
        inline uint64_t bAllowReloadWhenFull = 0xff1; // bool : 6
        inline uint64_t bClientWaitForServerMagazineAmmo = 0xff1; // bool : 7
        inline uint64_t bIsTryingAutoReload = 0xff2; // bool : 0
        inline uint64_t bIsTryingCheckAmmoOnTryToFireReload = 0xff2; // bool : 1
        inline uint64_t BlendingOutPawnMontage = 0xff8; // AnimMontage*
        inline uint64_t bIsInReleaseSecondaryFireScope = 0x1000; // bool : 0
        inline uint64_t TimerIntervalAdjustment = 0x1004; // float
        inline uint64_t InputQueueTimePercent = 0x1008; // float
        inline uint64_t LastTargetingTransitionTime = 0x100c; // float
        inline uint64_t TargetSourceOffset = 0x1010; // FVector
        inline uint64_t TargetSourceOffsetWhileCrouched = 0x1028; // FVector
        inline uint64_t TargetSourceOffsetWhileTargeting = 0x1040; // FVector
        inline uint64_t TraceThroughPawnsLimit = 0x1058; // int32
        inline uint64_t TraceThroughBuildingsLimit = 0x105c; // int32
        inline uint64_t TraceThroughLandscapeLimit = 0x1060; // int32
        inline uint64_t ProjectilePitchOffset = 0x1064; // float
        inline uint64_t LastReloadTime = 0x1068; // float
        inline uint64_t LastSuccessfulReloadTime = 0x106c; // float
        inline uint64_t CurrentReloadDuration = 0x1070; // float
        inline uint64_t ItemEntryGuid = 0x1078; // FGuid
        inline uint64_t TrackerGuid = 0x1088; // FGuid
        inline uint64_t WeaponLevel = 0x1098; // int32
        inline uint64_t CachedForcedLeanComponent = 0x10a0; // FortWeaponComponent_VehicleLeanWithPrimaryFire*
        inline uint64_t AmmoCount = 0x10d8; // int32
        inline uint64_t PhantomReserveAmmo = 0x10dc; // int32
        inline uint64_t BurstFireCounter = 0x10f0; // int32
        inline uint64_t ChargeTime = 0x10f4; // float
        inline uint64_t AccumulatedChargeTime = 0x10f8; // float
        inline uint64_t LastChargeTime = 0x10fc; // float
        inline uint64_t StartChargeGameplayCue = 0x1100; // FGameplayTag
        inline uint64_t MaxChargeGameplayCue = 0x1104; // FGameplayTag
        inline uint64_t OutOfAmmoTextOverrideFailTag = 0x1108; // FGameplayTag
        inline uint64_t NoSpareAmmoToReloadTextOverrideFailTag = 0x110c; // FGameplayTag
        inline uint64_t FireCanInterruptEquipQuery = 0x1110; // FGameplayTagQuery
        inline uint64_t CurrentShotLogIndex = 0x1158; // int32
        inline uint64_t ShotLogFlags = 0x1160; // TArray<uint32>
        inline uint64_t bInitializedWeaponItem = 0x1170; // bool : 0
        inline uint64_t bPendingDestroyDueToDurabilityOrStackCount = 0x1170; // bool : 6
        inline uint64_t bNeedsReapplyMaterialOverrides = 0x1171; // bool : 2
        inline uint64_t bCosmeticOverlayApplied = 0x1171; // bool : 3
        inline uint64_t bCompletedAppliedAlterationsLoad = 0x1171; // bool : 4
        inline uint64_t bCompletedWeaponLoad = 0x1171; // bool : 5
        inline uint64_t bIsCosmeticLimited = 0x1171; // bool : 6
        inline uint64_t bIsCosmeticGatedLocally = 0x1171; // bool : 7
        inline uint64_t bReplicatedAppliedAlterationsWithNoInstigator = 0x1172; // bool : 0
        inline uint64_t bShouldFullyApplyVariantsOnEquip = 0x1172; // bool : 1
        inline uint64_t bSecondaryFireAlwaysCancelSwimSprint = 0x1172; // bool : 2
        inline uint64_t bCanDeferSecondaryFireInput = 0x1172; // bool : 3
        inline uint64_t bEnableNativeChargeUp = 0x1172; // bool : 4
        inline uint64_t bHideWeaponOnDestruction = 0x1173; // bool : 2
        inline uint64_t bAttachToRootOnDestruction = 0x1173; // bool : 3
        inline uint64_t bUseOriginForDestructionInterpolation = 0x1173; // bool : 4
        inline uint64_t AttachToRootOnDestructionOffset = 0x1178; // FVector
        inline uint64_t AttachToRootOnDestructionInterpSpeed = 0x1190; // float
        inline uint64_t bShowWhenHolstered = 0x1194; // bool : 0
        inline uint64_t CustomPartsToShowWhenHolstered = 0x1198; // TArray<EFortCustomPartType>
        inline uint64_t ChargeStatusPack = 0x11a8; // int16
        inline uint64_t AttachedTrajectoryIndicator = 0x11d8; // TWeakObjectPtr<FortProjectileTrajectory>
        inline uint64_t ActiveAbility = 0x11e0; // FortGameplayAbility*
        inline uint64_t PrimaryAbilitySpecHandle = 0x11e8; // FGameplayAbilitySpecHandle
        inline uint64_t SecondaryAbilitySpecHandle = 0x1200; // FGameplayAbilitySpecHandle
        inline uint64_t ReloadAbilitySpecHandle = 0x1218; // FGameplayAbilitySpecHandle
        inline uint64_t ImpactAbilitySpecHandle = 0x1230; // FGameplayAbilitySpecHandle
        inline uint64_t ReticleTraceOverrideSpecHandle = 0x1248; // FGameplayAbilitySpecHandle
        inline uint64_t EquippedAbilityHandles = 0x1260; // TArray<FGameplayAbilitySpecHandle>
        inline uint64_t EquippedAbilitySetHandles = 0x1270; // TArray<FortAbilitySetHandle>
        inline uint64_t AppliedAlterations = 0x1280; // TArray<FortAlterationItemDefinition*>
        inline uint64_t WeaponModSlots = 0x1290; // TArray<FortWeaponModSlot>
        inline uint64_t ItemOverrideData = 0x12a0; // FortItemDataOverrideRuntimeData
        inline uint64_t EquippedWeaponModSlots = 0x12f0; // TArray<FortEquippedWeaponModSlot>
        inline uint64_t ModRuntimeDataCache = 0x1300; // FortWeaponModRuntimeData*
        inline uint64_t ModDebugComp = 0x1308; // FortWeaponModDebugComponent*
        inline uint64_t OpticDefinition = 0x1310; // FortWeaponOpticDefinition*
        inline uint64_t OpticConfig = 0x1318; // FortOpticConfig
        inline uint64_t PreviousWeaponVariants = 0x1358; // FCosmeticVariantCache
        inline uint64_t AppliedItemWrap = 0x13c8; // AthenaItemWrapDefinition*
        inline uint64_t CachedFXManager = 0x13d0; // FortFXManager*
        inline uint64_t CachedSignificanceManager = 0x13d8; // FortSignificanceManager*
        inline uint64_t MuzzleSocketName = 0x1408; // FName
        inline uint64_t MuzzleFalloffSocketName = 0x140c; // FName
        inline uint64_t WeaponHandSocketNameOverride = 0x1410; // FName
        inline uint64_t LeftHandWeaponHandSocketNameOverride = 0x1414; // FName
        inline uint64_t WeaponHandSocketPartOverrides = 0x1418; // TArray<EFortCustomPartType>
        inline uint64_t bForceOverrideGenerateOverlapEvents = 0x1430; // bool : 0
        inline uint64_t MaxWeaponSwitchNetworkWaitTime = 0x154c; // float
        inline uint64_t MaxWeaponSwitchNetworkWaitTimeHotfix = 0x1550; // FScalableFloat
        inline uint64_t MaxWeaponAttackNetworkWaitTime = 0x1578; // float
        inline uint64_t LastFireAbilityTime = 0x157c; // float
        inline uint64_t OnGetAimRotOverride = 0x15b8; // DelegateProperty
        inline uint64_t OnAlterationAdded = 0x15c8; // MulticastInlineDelegateProperty
        inline uint64_t ModLeftHandPoseOffsets = 0x15d8; // TMap<FGameplayTag, AnimSequence*>
        inline uint64_t ModReloadAnimData = 0x15e8; // TMap<FGameplayTag, FWeaponModReloadAnimData>
        inline uint64_t EquipAnimation = 0x15f8; // AnimMontage*
        inline uint64_t FirstTimeEquipAnimation = 0x1600; // AnimMontage*
        inline uint64_t WeaponFirstTimeEquipAnimation = 0x1608; // AnimMontage*
        inline uint64_t FirstTimeEquipTag = 0x1610; // FGameplayTag
        inline uint64_t bResetOnItemRemoval = 0x1614; // bool : 0
        inline uint64_t ReloadAnimation = 0x1618; // AnimMontage*
        inline uint64_t CustomReloadAnimationPerAmmoToFill = 0x1658; // TArray<AnimMontage*>
        inline uint64_t PrimaryAbilityAnimation = 0x1668; // AnimMontage*
        inline uint64_t SecondaryAbilityAnimation = 0x1670; // AnimMontage*
        inline uint64_t WeaponEquipMontage = 0x1678; // AnimMontage*
        inline uint64_t WeaponReloadMontage = 0x1680; // AnimMontage*
        inline uint64_t CustomWeaponReloadMontagePerAmmoToFill = 0x1688; // TArray<AnimMontage*>
        inline uint64_t WeaponPrimaryAbilityMontage = 0x1698; // AnimMontage*
        inline uint64_t WeaponSecondaryAbilityMontage = 0x16a0; // AnimMontage*
        inline uint64_t FirstPersonData = 0x16a8; // FortWeaponFirstPersonData*
        inline uint64_t PoseOffsetAnimSequence = 0x16c8; // AnimSequence*
        inline uint64_t PoseOffsetAnimSequenceFemaleOverride = 0x16d0; // AnimSequence*
        inline uint64_t WeaponCoreAnimation = 0x16d8; // EFortWeaponCoreAnimation
        inline uint64_t WeaponCoreAnimationOverride = 0x16d9; // EFortWeaponCoreAnimation
        inline uint64_t HandGripType = 0x16da; // EFortWeaponHandGripType
        inline uint64_t WeaponPawnAnimSet = 0x16e0; // FortWeaponAnimSet*
        inline uint64_t PlayerAnimAssets = 0x16e8; // FortPlayerAnimAssets
        inline uint64_t ProceduralLayeringData = 0x16f8; // FortProceduralLayeringWeaponData
        inline uint64_t PlayerAnimAssetsOverride = 0x1728; // FortPlayerAnimAssets
        inline uint64_t bResetAnimAssetsOverrideOnUnEquip = 0x1738; // bool : 0
        inline uint64_t WeaponPawnAnimLayerOverlayClass = 0x1740; // Class*
        inline uint64_t WeaponAdditiveAnimSet = 0x1748; // FortWeaponAdditiveAnimSet*
        inline uint64_t PlayerAnimProxyTable = 0x1750; // ProxyTable*
        inline uint64_t HitReactionProxyTable = 0x1758; // ProxyTable*
        inline uint64_t bEnableTickAnimMontagesOnlyWhenOffscreen = 0x1760; // bool : 0
        inline uint64_t MaxRangeToEnableTickAnimMontagesWhenOffscreen = 0x1764; // float
        inline uint64_t WeaponPawnAnimsetOverride = 0x1768; // FortWeaponAnimSet*
        inline uint64_t WeaponAdditiveAnimsetOverride = 0x1770; // FortWeaponAdditiveAnimSet*
        inline uint64_t UnableToPerformActionMontageOverride = 0x17b8; // AnimMontage*
        inline uint64_t ActiveFireMode = 0x17c0; // TSoftObjectPtr<FortWeaponFireModeData>
        inline uint64_t FireModeData_HipFire = 0x17e0; // TSoftObjectPtr<FortWeaponFireModeData>
        inline uint64_t FireModeData_AimDownSight = 0x1800; // TSoftObjectPtr<FortWeaponFireModeData>
        inline uint64_t FireModeData_Override = 0x1820; // TSoftObjectPtr<FortWeaponFireModeData>
        inline uint64_t ItemWrapModifier = 0x1850; // CustomItemWrapModifier*
        inline uint64_t LockOnTargetCandidate = 0x1890; // Actor*
        inline uint64_t bIgnoreTryToFireSlotCooldownRestriction = 0x1899; // bool : 0
        inline uint64_t bFireConsumableAnalyticEvent = 0x189b; // bool : 0
        inline uint64_t OnWeaponHudKeyActionUpdated = 0x18a0; // MulticastInlineDelegateProperty
        inline uint64_t FeedbackLineActionIdsToDim = 0x18b0; // TArray<FString>
        inline uint64_t HudKeyActionData = 0x18c0; // TArray<FWeaponHudData>
        inline uint64_t CachedReloadComponent = 0x19f0; // GameplayCueInterface*
    }

    namespace FortGameMode {
        inline uint64_t bDisableCloudStorage = 0x388; // bool : 0
        inline uint64_t bTravelInitiated = 0x388; // bool : 1
        inline uint64_t CurrentWUID = 0x390; // FString
        inline uint64_t CurrentBucketId = 0x3a0; // FString
        inline uint64_t CurrentPlaylistId = 0x3b0; // int32
        inline uint64_t CurrentPlaylistName = 0x3b4; // FName
        inline uint64_t MatchmakingRegionId = 0x3c8; // FString
        inline uint64_t CurrentZoneInstanceId = 0x3d8; // FString
        inline uint64_t ZoneIndex = 0x3ec; // int32
        inline uint64_t bPlayersInvincible = 0x3f0; // bool : 0
        inline uint64_t bKickIdlers = 0x3f4; // bool : 0
        inline uint64_t MaxIdleTime = 0x3f8; // float
        inline uint64_t NoScoreKickTime = 0x3fc; // float
        inline uint64_t bEnableNotifications = 0x400; // bool : 0
        inline uint64_t bEnableReplicationGraph = 0x401; // bool : 0
        inline uint64_t bSendPreLoginAnalyticsOnSuccess = 0x402; // bool : 0
        inline uint64_t DefaultDeathPenaltyData = 0x408; // TSoftObjectPtr<FortGameDeathPenalty>
        inline uint64_t DeathPenaltyData = 0x428; // FortGameDeathPenalty*
        inline uint64_t PlayerDeathPenaltyOverrides = 0x430; // TMap<FUniqueNetIdRepl, FortGameDeathPenalty*>
        inline uint64_t DeathPenaltyDataOverride = 0x440; // FortGameDeathPenalty*
        inline uint64_t FortGameSession = 0x448; // FortGameSession*
        inline uint64_t GameModeSessionString = 0x450; // FString
        inline uint64_t bIsAutomatedTest = 0x460; // bool : 0
        inline uint64_t DefaultPawnClassStringRef = 0x468; // TSoftClassPtr<Pawn>
        inline uint64_t MissionManagerClass = 0x488; // Class*
        inline uint64_t OnPlayerSpawnDelegate = 0x490; // MulticastInlineDelegateProperty
        inline uint64_t GameModeGameplayTags = 0x4a0; // FGameplayTagContainer
        inline uint64_t bContainersForceTossLoot = 0x4d8; // bool : 0
        inline uint64_t bOverrideRotationOnRestartPlayer = 0x4f0; // bool : 0
        inline uint64_t PendingTimerState = 0x4f1; // EFortGameplayState
        inline uint64_t bDBNOEnabled = 0x4f8; // bool : 0
        inline uint64_t bWorldIsReady = 0x4fc; // bool : 0
        inline uint64_t bTheaterDataIsReady = 0x4fc; // bool : 1
        inline uint64_t bInstanceInventoryDropsForPersistentInventories = 0x4fc; // bool : 2
        inline uint64_t bInstanceLootDrops = 0x4fc; // bool : 3
        inline uint64_t TheaterSlot = 0x500; // int32
        inline uint64_t GameplayServerHitchThreshold = 0x504; // float
        inline uint64_t MovementTimeDiscrepancyHitchCooldown = 0x508; // float
        inline uint64_t AbilityRefireHitchCooldown = 0x50c; // float
        inline uint64_t MatchHeartbeatManager = 0x510; // MatchHeartbeatManager*
        inline uint64_t GameContextTags = 0x528; // FGameplayTagContainer
        inline uint64_t SharedMissionLists = 0x548; // FortSharedMissionLists*
        inline uint64_t TeamInfoClass = 0x568; // Class*
        inline uint64_t FrameTimeWithoutSleepHistogramBucketsMs = 0x570; // TArray<double>
        inline uint64_t CumulativeFrameTimeWithoutSleepLimits = 0x580; // TArray<FCumulativeFrameTimeWithoutSleepLimits>
        inline uint64_t GameNetDriverTickFlushCostPerClientBucketsMicroSec = 0x590; // TArray<double>
        inline uint64_t DemoNetDriverTickFlushTimeHistogramBucketsMs = 0x5a0; // TArray<double>
        inline uint64_t CPUTimeBuckets = 0x5b0; // TArray<double>
        inline uint64_t CPUPercentPerCoreBuckets = 0x5c0; // TArray<double>
        inline uint64_t ActorsStarvedByClassTimeHistogramBuckets = 0x5d0; // TArray<double>
        inline uint64_t StarvedActorClassList = 0x5e0; // TArray<FString>
        inline uint64_t MissionGenerationManager = 0x610; // FortMissionGenerationManager*
        inline uint64_t FlushManager = 0x618; // BuildingFlushManager*
        inline uint64_t bAlwaysFlushMMREndZoneEvents = 0x678; // bool : 0
        inline uint64_t bOverrideQuickBars = 0x679; // bool : 0
        inline uint64_t QuickBarDefinitions = 0x680; // FQuickBarData
        inline uint64_t ConnectedPlayerControllers = 0x6c8; // TArray<FortPlayerControllerGameplay*>
        inline uint64_t IrisRepGraphConverter = 0x6e8; // FortIrisRepGraphConverter*
    }

    namespace BuildingActor {
        inline uint64_t MyGuid = 0x368; // FGuid
        inline uint64_t SavedHealthPct = 0x378; // float
        inline uint64_t OwnerPersistentID = 0x37c; // int16
        inline uint64_t AreaClass = 0x380; // TSoftClassPtr<NavArea>
        inline uint64_t InitialOverlappingVehicles = 0x3b0; // TArray<FortAthenaVehicle*>
        inline uint64_t CurrentBuildingLevel = 0x3c0; // int32
        inline uint64_t HealthBarIndicatorDifficultyRating = 0x3c4; // int32
        inline uint64_t BuildingAttributeSetClass = 0x3c8; // Class*
        inline uint64_t BuildingAttributeSet = 0x3d0; // FortBuildingActorSet*
        inline uint64_t DamageAttributeSet = 0x3d8; // FortDamageSet*
        inline uint64_t ReplicatedBuildingAttributeSet = 0x3e0; // FortBuildingActorSet*
        inline uint64_t OnAbilitySystemComponentInitialized = 0x3f8; // MulticastInlineDelegateProperty
        inline uint64_t AbilitySystemComponent = 0x408; // FortAbilitySystemComponent*
        inline uint64_t ReplicatedAbilitySystemComponent = 0x410; // FortAbilitySystemComponent*
        inline uint64_t PendingDamageImpactCues = 0x418; // TArray<FGameplayCueParameters>
        inline uint64_t HealthBarIndicator = 0x428; // FortHealthBarIndicator*
        inline uint64_t ForceMetadataRelevant = 0x430; // uint8
        inline uint64_t LastMetadataRelevant = 0x431; // uint8
        inline uint64_t DynamicBuildingPlacementType = 0x432; // EDynamicBuildingPlacementType
        inline uint64_t NavigationObstacleOverride = 0x433; // ENavigationObstacleOverride
        inline uint64_t BuildingNavigationDataResolutionOverrideMode = 0x434; // EBuildingNavigationDataResolutionOverrideMode
        inline uint64_t AbilitySystemComponentCreationPolicy = 0x435; // EBuildingActorComponentCreationPolicy
        inline uint64_t PrimarySurfaceType = 0x436; // EPhysicalSurface
        inline uint64_t WeaponResponseType = 0x437; // EFortBaseWeaponDamage
        inline uint64_t CullDistance = 0x438; // float
        inline uint64_t bIsInvulnerable = 0x43c; // bool : 1
        inline uint64_t bPreviewBuildingActor = 0x43c; // bool : 2
        inline uint64_t bLockedFromGameEditing = 0x43c; // bool : 3
        inline uint64_t bPlayedDying = 0x43c; // bool : 4
        inline uint64_t bHasRegisteredActorStateAtLeastOnce = 0x43c; // bool : 5
        inline uint64_t bDirtyForLevelRecordSave = 0x43c; // bool : 6
        inline uint64_t bSavedMetaPropertiesProcessed = 0x43c; // bool : 7
        inline uint64_t bUpgradeUsesSameClass = 0x43d; // bool : 0
        inline uint64_t bDisplayLevelInInfoWidget = 0x43d; // bool : 1
        inline uint64_t bAllowUpgradeRegardlessOfPlayerBuildLevel = 0x43d; // bool : 2
        inline uint64_t bAlwaysExportNavRelevantComponent = 0x43d; // bool : 3
        inline uint64_t bDisplayDamageNumbersInAthena = 0x43d; // bool : 4
        inline uint64_t bUseFortHealthBarIndicator = 0x43d; // bool : 5
        inline uint64_t bSurpressHealthBar = 0x43d; // bool : 6
        inline uint64_t bCreateVerboseHealthLogs = 0x43d; // bool : 7
        inline uint64_t bIsIndestructibleForTargetSelection = 0x43e; // bool : 0
        inline uint64_t bPropagateDrawDistanceOnAdditionalComponent = 0x43e; // bool : 1
        inline uint64_t bCreatePhysicsObjectComponent = 0x43e; // bool : 2
        inline uint64_t bCreateNavigationPhysicsObjectComponent = 0x43e; // bool : 3
        inline uint64_t bIsGameFrameworkComponentReceiver = 0x43e; // bool : 5
        inline uint64_t bDestroyed = 0x43e; // bool : 6
        inline uint64_t bPersistToWorld = 0x43e; // bool : 7
        inline uint64_t bRefreshFullSaveDataBeforeZoneSave = 0x43f; // bool : 0
        inline uint64_t bBeingDragged = 0x43f; // bool : 1
        inline uint64_t bRotateInPlaceGame = 0x43f; // bool : 2
        inline uint64_t bBeingOneHitDisassembled = 0x43f; // bool : 4
        inline uint64_t bBoundsAreInvalidForMelee = 0x43f; // bool : 5
        inline uint64_t bIsNavigationModifier = 0x43f; // bool : 6
        inline uint64_t bBlockNavigationLinks = 0x43f; // bool : 7
        inline uint64_t bCanExportNavigationCollisions = 0x440; // bool : 0
        inline uint64_t bCanExportNavigationObstacle = 0x440; // bool : 1
        inline uint64_t bCreateObstacleNavModifierForEachComponent = 0x440; // bool : 2
        inline uint64_t bMirrorNavLinksX = 0x440; // bool : 3
        inline uint64_t bMirrorNavLinksY = 0x440; // bool : 4
        inline uint64_t bIgnoreMoveGoalCollisionRadius = 0x440; // bool : 5
        inline uint64_t bForceDisableRootNavigationRelevance = 0x440; // bool : 6
        inline uint64_t bForceAutomationPass = 0x440; // bool : 7
        inline uint64_t bForceAutomationPass_NavmeshOnTop = 0x441; // bool : 0
        inline uint64_t bForceAutomationPass_SmashableFlat = 0x441; // bool : 1
        inline uint64_t bCanBeSavedInCreativeVolume = 0x441; // bool : 2
        inline uint64_t bIsNavigationRelevant = 0x441; // bool : 3
        inline uint64_t bIsNavigationIndestructible = 0x441; // bool : 4
        inline uint64_t bBlockNavLinksInCell = 0x441; // bool : 5
        inline uint64_t bUseHotSpotAsMoveGoalReplacement = 0x441; // bool : 6
        inline uint64_t bHasCustomAttackLocation = 0x441; // bool : 7
        inline uint64_t bWorldReadyCalled = 0x442; // bool : 0
        inline uint64_t bBeingTranslated = 0x442; // bool : 1
        inline uint64_t bBeingRotated = 0x442; // bool : 2
        inline uint64_t bBeingScaled = 0x442; // bool : 3
        inline uint64_t bRotateInPlaceEditor = 0x442; // bool : 4
        inline uint64_t bEditorPlaced = 0x442; // bool : 5
        inline uint64_t bPlayerPlaced = 0x442; // bool : 6
        inline uint64_t bPlayerPlacedForDestruction = 0x442; // bool : 7
        inline uint64_t bShouldTick = 0x443; // bool : 0
        inline uint64_t bUsesDayPhaseChange = 0x443; // bool : 1
        inline uint64_t bIsDynamic = 0x443; // bool : 2
        inline uint64_t bIsDynamicOnDedicatedServer = 0x443; // bool : 3
        inline uint64_t bIsDedicatedServer = 0x443; // bool : 4
        inline uint64_t bIsTemporarilyTicking = 0x443; // bool : 5
        inline uint64_t bUseTickManager = 0x443; // bool : 6
        inline uint64_t bIsMovable = 0x443; // bool : 7
        inline uint64_t bRegisteredForDayPhaseChange = 0x444; // bool : 0
        inline uint64_t bForceDamagePing = 0x444; // bool : 1
        inline uint64_t bDestroyFoliageWhenPlaced = 0x444; // bool : 2
        inline uint64_t bObstructTrapTargeting = 0x444; // bool : 3
        inline uint64_t bInstantDeath = 0x444; // bool : 5
        inline uint64_t bDoNotBlockBuildings = 0x444; // bool : 6
        inline uint64_t bForceBlockBuildings = 0x444; // bool : 7
        inline uint64_t bDestroyOnPlayerBuildingPlacement = 0x445; // bool : 0
        inline uint64_t bUseCentroidForBlockBuildingsCheck = 0x445; // bool : 1
        inline uint64_t bPredictedBuildingActor = 0x445; // bool : 2
        inline uint64_t bIgnoreCollisionWithCriticalActors = 0x445; // bool : 3
        inline uint64_t bIsPlayerBuildable = 0x445; // bool : 4
        inline uint64_t bFireBuiltAndDestroyedEvents = 0x445; // bool : 5
        inline uint64_t bStructurallySupportOverlappingActors = 0x445; // bool : 6
        inline uint64_t bAllowInteract = 0x445; // bool : 7
        inline uint64_t bShowFirstInteractPrompt = 0x446; // bool : 0
        inline uint64_t bShowSecondInteractPrompt = 0x446; // bool : 1
        inline uint64_t bAllowHostileBlueprintInteraction = 0x446; // bool : 2
        inline uint64_t bEndAbilitiesOnDeath = 0x446; // bool : 3
        inline uint64_t bSkipNavigationDirtinessOnNextEvaluation = 0x446; // bool : 4
        inline uint64_t bAllowHighlight = 0x446; // bool : 5
        inline uint64_t bAlwaysUseNetCullDistanceSquaredForRelevancy = 0x446; // bool : 6
        inline uint64_t bHighlightDirty = 0x446; // bool : 7
        inline uint64_t bCollisionBlockedByPawns = 0x447; // bool : 0
        inline uint64_t bAllowTeamDamage = 0x447; // bool : 2
        inline uint64_t bShouldClearMarkerOnInteract = 0x447; // bool : 3
        inline uint64_t bIgnoreAffiliationInteractHighlight = 0x447; // bool : 4
        inline uint64_t bSuppressInteractionWidget = 0x447; // bool : 5
        inline uint64_t bAutoReleaseCurieContainerOnDestroyed = 0x447; // bool : 6
        inline uint64_t bSpawnIntoGridSublevel = 0x447; // bool : 7
        inline uint64_t bUseMinLifeSpan = 0x448; // bool : 0
        inline uint64_t bIgnoreDeterminePhysicsObjectImpactDataAutomatically = 0x448; // bool : 1
        inline uint64_t bContainsMaxHealthOverrideComponent = 0x448; // bool : 3
        inline uint64_t BuildingType = 0x449; // EFortBuildingType
        inline uint64_t Team = 0x44a; // EFortTeam
        inline uint64_t TeamIndex = 0x44b; // uint8
        inline uint64_t ActorTemplateID = 0x44c; // FName
        inline uint64_t ConstTags = 0x450; // FGameplayTagContainer
        inline uint64_t StaticGameplayTags = 0x470; // FGameplayTagContainer
        inline uint64_t DeviceTrackingGUID = 0x490; // int32
        inline uint64_t DeviceNameIndex = 0x494; // int32
        inline uint64_t OnDied = 0x498; // MulticastInlineDelegateProperty
        inline uint64_t OnOutOfHealthNotDestroyed = 0x4a8; // MulticastInlineDelegateProperty
        inline uint64_t OnDamaged = 0x4b8; // MulticastInlineDelegateProperty
        inline uint64_t OnDeathPlayEffectsDelegate = 0x4c8; // MulticastInlineDelegateProperty
        inline uint64_t AssociatedMissionParam = 0x4d8; // FortMission*
        inline uint64_t OriginatingPlacementActor = 0x4e0; // FortPlacementActor*
        inline uint64_t BRMinDrawDistance = 0x4e8; // float
        inline uint64_t BRMaxDrawDistance = 0x4ec; // float
        inline uint64_t StWMinDrawDistance = 0x4f0; // float
        inline uint64_t StWMaxDrawDistance = 0x4f4; // float
        inline uint64_t OnInteract = 0x4f8; // MulticastInlineDelegateProperty
        inline uint64_t InteractionSpeed = 0x508; // FCurveTableRowHandle
        inline uint64_t DataVersion = 0x578; // int32
        inline uint64_t PlaysetPackagePathName = 0x57c; // FName
        inline uint64_t PlayHitSound = 0x580; // SoundBase*
        inline uint64_t SnapGridSize = 0x588; // float
        inline uint64_t VertSnapGridSize = 0x58c; // float
        inline uint64_t SnapOffset = 0x590; // FVector3f
        inline uint64_t CentroidOffset = 0x59c; // FVector3f
        inline uint64_t BaseLocToPivotOffset = 0x5a8; // FVector3f
        inline uint64_t BaselineScale = 0x5b4; // float
        inline uint64_t CustomState = 0x5b8; // FString
        inline uint64_t ComponentTypesWhitelistedForReplication = 0x5c8; // TArray<Class*>
        inline uint64_t RuntimeAddedComponentTypesWhitelistedForReplication = 0x5d8; // TArray<Class*>
        inline uint64_t OverridePrimitivesToExcludeFoliage = 0x5e8; // TArray<PrimitiveComponent*>
        inline uint64_t HotSpotConfig = 0x5f8; // BuildingActorHotSpotConfig*
        inline uint64_t OnBuildingHealthChanged = 0x600; // MulticastInlineDelegateProperty
        inline uint64_t OnActorHealthChanged = 0x610; // MulticastInlineDelegateProperty
        inline uint64_t SavedActorGuid = 0x620; // FGuid
        inline uint64_t TransientOverrides = 0x648; // TArray<FTransientOverride>
        inline uint64_t GeneratedTransientOverrides = 0x658; // TArray<FTransientOverride>
        inline uint64_t ProjectileMovementComponent = 0x668; // ProjectileMovementComponent*
        inline uint64_t OnTeamIndexChangedDelegate = 0x670; // MulticastInlineDelegateProperty
        inline uint64_t PhysicsObjectPresetTag = 0x680; // FGameplayTag
        inline uint64_t PhysicsObjectPhysicalDataTag = 0x684; // FGameplayTag
        inline uint64_t PhysicsObjectBuoyancyDataTag = 0x688; // FGameplayTag
        inline uint64_t PhysicsObjectImpactDamageDataTag = 0x68c; // FGameplayTag
        inline uint64_t PhysicsObjectComponent = 0x690; // FortPhysicsObjectComponent*
        inline uint64_t LabelOverride = 0x698; // FString
    }

    namespace FortGameState {
        inline uint64_t CurrentWUID = 0x350; // FString
        inline uint64_t CurrentZoneInstanceId = 0x360; // FString
        inline uint64_t ParTime = 0x370; // int32
        inline uint64_t WorldLevel = 0x374; // int32
        inline uint64_t CraftingBonus = 0x378; // int32
        inline uint64_t CurrentReadyToContinueTimer = 0x37c; // float
        inline uint64_t TeamCount = 0x380; // int32
        inline uint64_t MatchmakingLinkId = 0x388; // FOnlineLinkId
        inline uint64_t MatchmakingLinkType = 0x3a0; // FString
        inline uint64_t AnalyticsSessionInfo = 0x3b0; // FAnalyticsSessionInfo
        inline uint64_t POIManager = 0x3e8; // FortPoiManager*
        inline uint64_t bDBNOEnabledForGameMode = 0x404; // bool : 0
        inline uint64_t bSkipWorldSave = 0x404; // bool : 1
        inline uint64_t bShowLoadingScreenUntilAllLevelAreLoaded = 0x404; // bool : 2
        inline uint64_t bFishingCollectionEnabled = 0x420; // bool : 0
        inline uint64_t bCharacterCollectionEnabled = 0x421; // bool : 0
        inline uint64_t bAccoladeCollectionEnabled = 0x422; // bool : 0
        inline uint64_t MatchStartTime = 0x424; // float
        inline uint64_t RealMatchStartTime = 0x428; // double
        inline uint64_t bPlayerRespawningBlocked_Temporarily = 0x430; // bool : 0
        inline uint64_t ReplicatedWorldRealTimeSecondsDouble = 0x438; // double
        inline uint64_t ServerWorldRealTimeSecondsDelta = 0x440; // double
        inline uint64_t AdditionalPlaylistLevelsStreamed = 0x478; // TArray<FAdditionalLevelStreamed>
        inline uint64_t WorldDaysElapsed = 0x4d8; // int32
        inline uint64_t FeedbackManager = 0x4f8; // FortFeedbackManager*
        inline uint64_t MissionManager = 0x500; // FortMissionManager*
        inline uint64_t AnnouncementManager = 0x508; // FortClientAnnouncementManager*
        inline uint64_t ScriptedActionManager = 0x510; // FortScriptedActionManager*
        inline uint64_t LobbyGameState = 0x518; // FortLobbyBeaconState*
        inline uint64_t WorldManager = 0x520; // FortWorldManager*
        inline uint64_t GameplayState = 0x528; // EFortGameplayState
        inline uint64_t MusicManagerSubclass = 0x530; // Class*
        inline uint64_t MusicManagerBank = 0x538; // FortMusicManagerBank*
        inline uint64_t FortAmbientAudioControllerClass = 0x540; // Class*
        inline uint64_t FortStreamingSourcesComponentClassOverride = 0x548; // Class*
        inline uint64_t GameSessionId = 0x550; // FString
        inline uint64_t ManagedCharMovementComponents = 0x560; // TArray<FortMovementComp_Character*>
        inline uint64_t ManagedAnimPawns = 0x570; // TArray<FortAIPawn*>
        inline uint64_t PawnForReplayRelevancy = 0x580; // FortPawn*
        inline uint64_t RecorderPlayerState = 0x588; // FortPlayerState*
        inline uint64_t ManagedCharMovementComponentsCopyPrimary = 0x5c0; // TArray<FortMovementComp_Character*>
        inline uint64_t ManagedCharMovementComponentsCopyDelayed = 0x5d0; // TArray<FortMovementComp_Character*>
        inline uint64_t TimeOfDayCallbacks = 0x5e0; // TArray<FOnTimeHitInfo>
        inline uint64_t FXManager = 0x5f0; // FortFXManager*
        inline uint64_t WindManager = 0x5f8; // FortWindManager*
        inline uint64_t DestructionGraph = 0x600; // FortDestructionGraph*
        inline uint64_t Teams = 0x608; // TArray<FortTeamInfo*>
        inline uint64_t bSkipTeamReplication = 0x618; // bool : 0
        inline uint64_t OnPoiManagerReplicatedEvent = 0x650; // MulticastInlineDelegateProperty
        inline uint64_t GlobalAbilityTargetingActor = 0x6a8; // FortGlobalAbilityTargetingActor*
        inline uint64_t AppliedHomebaseDataArray = 0x6d8; // TArray<FAppliedHomebaseData>
        inline uint64_t OnAllAdditionalPlaylistLevelsLoadedDynamicDelegate = 0x748; // MulticastInlineDelegateProperty
        inline uint64_t OnAllAdditionalPlaylistLevelsVisibleDynamicDelegate = 0x770; // MulticastInlineDelegateProperty
        inline uint64_t LootInfo = 0x780; // FGameStateLootInfo
        inline uint64_t TreasureChestInfos = 0x7a0; // TArray<FBuildingContainerDebugInfo>
        inline uint64_t AmmoBoxInfos = 0x7b0; // TArray<FBuildingContainerDebugInfo>
        inline uint64_t UnplayableHitchThresholdInMs = 0x7d8; // float
        inline uint64_t MaxUnplayableHitchesToTolerate = 0x7dc; // int32
        inline uint64_t CreativeQuestManager = 0x7f0; // CreativeQuestManager*
        inline uint64_t SkinWeightManager = 0x7f8; // FortSkinWeightOverrideManager*
    }

    namespace FortWorldItem {
        inline uint64_t OnItemDurabilityCooldownStart = 0xf0; // MulticastInlineDelegateProperty
        inline uint64_t OnItemDurabilityCooldownEnd = 0x118; // MulticastInlineDelegateProperty
        inline uint64_t bIsTemporaryItem = 0x140; // bool : 0
        inline uint64_t bNeedsPersistentUpdate = 0x141; // bool : 0
        inline uint64_t bPendingPersistentDelete = 0x142; // bool : 0
        inline uint64_t ItemEntry = 0x158; // FortItemEntry
        inline uint64_t BaseRegenCooldown = 0x1f8; // float
    }

    namespace FortPawn_Taker {
        inline uint64_t SlowShackleScale = 0x38b0; // float
        inline uint64_t bUseClimbLinks = 0x38b4; // bool : 0
        inline uint64_t BuildingCollisions = 0x38c0; // TArray<FBuildingHitTime>
    }

    namespace FortPlayerPawn {
        inline uint64_t VehicleInputStateReliable = 0x2098; // FortAthenaVehicleInputStateReliable
        inline uint64_t bIsNearSafeZoneEdge = 0x209a; // bool : 0
        inline uint64_t bPlayingSafeZoneEffects = 0x209a; // bool : 1
        inline uint64_t bDoSafeZoneCleanup = 0x209a; // bool : 2
        inline uint64_t bIsSwimmingAnimLayerLinked = 0x209a; // bool : 3
        inline uint64_t bIsSwimmingAnimLayerPendingRemove = 0x209a; // bool : 4
        inline uint64_t bIsSprintJump = 0x209a; // bool : 5
        inline uint64_t bHasDisableSprintTag = 0x209a; // bool : 6
        inline uint64_t bIsTacticalSprinting = 0x209a; // bool : 7
        inline uint64_t bDisableSwimSprintCancel = 0x209b; // bool : 0
        inline uint64_t bIsWaterJump = 0x209b; // bool : 1
        inline uint64_t bIsWaterSprintBoost = 0x209b; // bool : 2
        inline uint64_t bIsWaterSprintBoostPending = 0x209b; // bool : 3
        inline uint64_t bPlayingPassengerToPassengerAnimation = 0x209b; // bool : 7
        inline uint64_t bPlayingDriverToPassengerAnimation = 0x209c; // bool : 0
        inline uint64_t bIsTargeting = 0x209c; // bool : 1
        inline uint64_t bIsTargetingConsumableThrow = 0x209c; // bool : 2
        inline uint64_t bIsSwappingCharacterParts = 0x209c; // bool : 3
        inline uint64_t bBalloonMovementActivated = 0x209c; // bool : 4
        inline uint64_t bIsScriptedBot = 0x209c; // bool : 5
        inline uint64_t bForceAllowClothingActor = 0x209c; // bool : 6
        inline uint64_t bBuildHotfix = 0x209c; // bool : 7
        inline uint64_t FortPlayerPawnLightingChannels = 0x209e; // FLightingChannels
        inline uint64_t StasisModes = 0x20a0; // TArray<EFortPawnStasisMode>
        inline uint64_t OnBuildingStateChangedDelegate = 0x20b0; // MulticastInlineDelegateProperty
        inline uint64_t BuildingState = 0x20c0; // EFortBuildingState
        inline uint64_t AccelerationZPack = 0x20c1; // int8
        inline uint64_t ParachuteDirectionalSpeedMultiplierCurve = 0x20e0; // CurveFloat*
        inline uint64_t SkydivingDirectionalSpeedMultiplierCurve = 0x20e8; // CurveFloat*
        inline uint64_t BallooningDirectionalSpeedMultiplierCurve = 0x20f0; // CurveFloat*
        inline uint64_t DirectionalSpeedMultiplierCurve = 0x20f8; // CurveFloat*
        inline uint64_t ThirdPersonSpeedMultiplierCurve = 0x2100; // CurveFloat*
        inline uint64_t SideScrollerSpeedMultiplierCurve = 0x2108; // CurveFloat*
        inline uint64_t OverrideWalkDirectionalSpeedMultiplierCurve = 0x2110; // CurveFloat*
        inline uint64_t OverrideRunDirectionalSpeedMultiplierCurve = 0x2118; // CurveFloat*
        inline uint64_t OverrideCrouchDirectionalSpeedMultiplierCurve = 0x2120; // CurveFloat*
        inline uint64_t ADSWalkingDirectionalSpeedMultiplierCurve = 0x2128; // CurveFloat*
        inline uint64_t ADSCrouchDirectionalSpeedMultiplierCurve = 0x2130; // CurveFloat*
        inline uint64_t WeaponADSStandingSpeedMultiplierTable = 0x2138; // CurveTable*
        inline uint64_t WeaponADSCrouchingSpeedMultiplierTable = 0x2140; // CurveTable*
        inline uint64_t WeaponNonADSStandingSpeedMultiplierTable = 0x2148; // CurveTable*
        inline uint64_t WeaponNonADSCrouchingSpeedMultiplierTable = 0x2150; // CurveTable*
        inline uint64_t bIsThirdPersonModeEnabled = 0x215c; // bool : 0
        inline uint64_t bIsSideScrollerModeEnabled = 0x215d; // bool : 0
        inline uint64_t LastCustomizationTimestamp = 0x2160; // float
        inline uint64_t MinimumTimeBetweenSteps = 0x2164; // float
        inline uint64_t LastStepTime = 0x2168; // float
        inline uint64_t OnFootstepEvent = 0x2170; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnEnterWater = 0x2180; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnExitWater = 0x2190; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnExitSwinging = 0x21d0; // MulticastInlineDelegateProperty
        inline uint64_t CurrentPawnSquaredSpeedXY = 0x2210; // float
        inline uint64_t CurrentPawnVelXYRot = 0x2218; // FRotator
        inline uint64_t CurrentPawnSquaredSpeed = 0x2230; // float
        inline uint64_t bIsInWaterVolume = 0x2234; // bool : 0
        inline uint64_t ShallowWaterVolumeSurfaceTraceStartOffsetZ = 0x2238; // FScalableFloat
        inline uint64_t ShallowWaterVolumeSurfaceTraceEndOffsetZ = 0x2260; // FScalableFloat
        inline uint64_t ShallowWaterVolumeData = 0x2290; // FPlayerPawnShallowWaterVolumeData
        inline uint64_t bNotifyBlueprintWhenLandscapeTeleporting = 0x22b0; // bool : 0
        inline uint64_t CachedTeamControllingRC = 0x22bc; // uint8
        inline uint64_t BalloonActiveCount = 0x22bd; // uint8
        inline uint64_t bParachuteDeployFixedVerticalDistance = 0x22be; // bool : 0
        inline uint64_t bIsSkydiving = 0x22bf; // bool : 0
        inline uint64_t bIsParachuteOpen = 0x22c0; // bool : 0
        inline uint64_t bLocalIsSkydiving = 0x22c1; // bool : 0
        inline uint64_t bLocalIsParachuteForcedOpen = 0x22c1; // bool : 1
        inline uint64_t bIsParachuteForcedOpen = 0x22c1; // bool : 2
        inline uint64_t bIsSkydivingFromBus = 0x22c1; // bool : 3
        inline uint64_t bIsSkydivingFromLaunchPad = 0x22c1; // bool : 4
        inline uint64_t bPendingSkydiveLaunch = 0x22c1; // bool : 5
        inline uint64_t bAllowPickupInteractionWhileSkydiving = 0x22c1; // bool : 6
        inline uint64_t bIsBelowAutoDeployTestHeight = 0x22c1; // bool : 7
        inline uint64_t bIsProxySimulationTimedOut = 0x22c2; // bool : 0
        inline uint64_t bIsPedestalHero = 0x22c2; // bool : 1
        inline uint64_t bInGliderRedeploy = 0x22c2; // bool : 2
        inline uint64_t bLocalInGliderRedeploy = 0x22c2; // bool : 3
        inline uint64_t bDestructionGuard = 0x22c2; // bool : 7
        inline uint64_t bBeingRepossessed = 0x22c3; // bool : 0
        inline uint64_t bForceCleanUpOnUnPossessed = 0x22c3; // bool : 1
        inline uint64_t bUnbindHealthSetEventsOnUnpossessed = 0x22c3; // bool : 2
        inline uint64_t bInitAbilitySystemComponentFromPlayerState = 0x22c3; // bool : 3
        inline uint64_t bStartedInteractSearch = 0x22c3; // bool : 4
        inline uint64_t bSignificanceLODDirty = 0x22c3; // bool : 5
        inline uint64_t bIsUsingJetpack = 0x22c3; // bool : 6
        inline uint64_t bIsPlayingEmote = 0x22c3; // bool : 7
        inline uint64_t bShowingOverdriveEffect = 0x235d; // bool : 0
        inline uint64_t bIsRespawning = 0x235d; // bool : 1
        inline uint64_t bIsRespawningInAir = 0x235d; // bool : 2
        inline uint64_t bInitializedPostRepPlayerState = 0x235d; // bool : 3
        inline uint64_t bHasWaterParticleSystem = 0x235d; // bool : 4
        inline uint64_t bCanShowDefaultSkin = 0x235d; // bool : 5
        inline uint64_t bDisabledTetheringSupport = 0x235d; // bool : 6
        inline uint64_t bAllowDefaultCharacterParts = 0x235d; // bool : 7
        inline uint64_t bIsInFrontEndHologram = 0x235e; // bool : 0
        inline uint64_t HeldObject = 0x23ac; // TWeakObjectPtr<Actor>
        inline uint64_t bForceMoveRelativeToCameraRotation = 0x23b5; // bool : 0
        inline uint64_t bIsWaitingForEmoteInteraction = 0x23b5; // bool : 1
        inline uint64_t bIsEmoteLeader = 0x23b5; // bool : 2
        inline uint64_t bShouldSyncAnimationWithEmoteLeader = 0x23b5; // bool : 3
        inline uint64_t bShouldJitterAnimationSyncWithEmoteLeader = 0x23b5; // bool : 4
        inline uint64_t bDoubleFileEmoteSecondLine = 0x23b5; // bool : 5
        inline uint64_t bEmoteUsesSecondaryFire = 0x23b5; // bool : 6
        inline uint64_t bLockGroupEmoteLeaderRotation = 0x23b5; // bool : 7
        inline uint64_t EmoteBandLeaderIndex = 0x23bc; // int32
        inline uint64_t GroupEmoteLookTarget = 0x23c0; // FortPlayerPawn*
        inline uint64_t GroupEmoteTailTarget = 0x23c8; // FortPlayerPawn*
        inline uint64_t GroupEmoteFollowers = 0x23d0; // TArray<FortPlayerPawn*>
        inline uint64_t GroupEmoteAnimOffset = 0x2440; // float
        inline uint64_t GroupEmoteLeaderRotationYawOffset = 0x2444; // float
        inline uint64_t GroupEmoteLookTargetRotationLeader = 0x2450; // FRotator
        inline uint64_t GroupEmoteMaximumZDifference = 0x2480; // float
        inline uint64_t OnGroupEmoteSyncValueChanged = 0x2488; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmoteFollowerJoined = 0x2498; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmoteFollowerLeft = 0x24a8; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmotePartnerStopped = 0x24b8; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmoteSecondaryFirePressed = 0x24c8; // MulticastInlineDelegateProperty
        inline uint64_t GroupEmoteSyncValue = 0x24d8; // uint8
        inline uint64_t EmoteRandomSeed = 0x24dc; // int32
        inline uint64_t GroupEmoteSoundValue = 0x24e0; // uint8
        inline uint64_t GroupEmoteParticleValue = 0x24e1; // uint8
        inline uint64_t TransformationMontage = 0x24e8; // AnimMontage*
        inline uint64_t TransformationMontageStartTime = 0x24f0; // float
        inline uint64_t CurrentMontagerLeader = 0x2580; // AnimMontage*
        inline uint64_t CurrentSyncedMontage = 0x2588; // AnimMontage*
        inline uint64_t bCharacterPartsCastIndirectShadows = 0x2590; // bool : 3
        inline uint64_t CharacterGender = 0x2592; // EFortCustomGender
        inline uint64_t CharacterBodyType = 0x2593; // EFortCustomBodyType
        inline uint64_t bAlwaysUseMoverComp = 0x2594; // bool : 0
        inline uint64_t JumpLastActivatedTime = 0x25a8; // float
        inline uint64_t PreviousPosition = 0x25b0; // FVector
        inline uint64_t PreviousVelocity = 0x25c8; // FVector
        inline uint64_t CrouchStartTime = 0x2628; // float
        inline uint64_t CrouchEndTime = 0x262c; // float
        inline uint64_t CrouchLerpTime = 0x2630; // float
        inline uint64_t OnCrouchStartSound = 0x2638; // SoundBase*
        inline uint64_t OnCrouchEndSound = 0x2640; // SoundBase*
        inline uint64_t ReplicatedCustomMeshHeightAdjustTarget = 0x2650; // uint16
        inline uint64_t UnburrowLaunchXYSpeed = 0x2654; // float
        inline uint64_t UnburrowLaunchZSpeed = 0x2658; // float
        inline uint64_t bIsInAnyStorm = 0x26e8; // bool : 0
        inline uint64_t bIsInsideSafeZone = 0x26e8; // bool : 1
        inline uint64_t SafeZoneAppliedGE = 0x2708; // Class*
        inline uint64_t SelfReviveGameplayEffect = 0x2728; // Class*
        inline uint64_t TeammateReviveGameplayEffect = 0x2730; // Class*
        inline uint64_t SetByCallerReviveHealth = 0x2738; // FScalableFloat
        inline uint64_t DBNOInteractionCollisionProfile = 0x2760; // FName
        inline uint64_t DBNOInteractionBoxExtent = 0x2768; // FVector
        inline uint64_t DBNODeferTime = 0x27a0; // float
        inline uint64_t DBNOHoisterBaseBoneName = 0x27a4; // FName
        inline uint64_t DBNOInteractCollisionComponent = 0x27a8; // BoxComponent*
        inline uint64_t EventReviveTag = 0x27b0; // FGameplayTag
        inline uint64_t AggroRangeOverride = 0x27b4; // float
        inline uint64_t SetByCallerReviveSignalInStorm = 0x27b8; // float
        inline uint64_t DBNOHorizontalTetherMultiplier = 0x27c0; // FScalableFloat
        inline uint64_t DBNOVerticalTetherMultiplier = 0x27e8; // FScalableFloat
        inline uint64_t StasisAbilityHandles = 0x2820; // TArray<FGameplayAbilitySpecHandle>
        inline uint64_t ArmoredInterface = 0x2830; // TScriptInterface<FortArmoredInterface>
        inline uint64_t LastBuildingMetadata = 0x2840; // BuildingEditModeMetadata*
        inline uint64_t SprintCancelTime = 0x2860; // float
        inline uint64_t bIsTouchingTouchpadSimple = 0x2868; // bool : 0
        inline uint64_t WaterSprintBoostAllowedTimer = 0x286c; // float
        inline uint64_t bHasStartedFloating = 0x2904; // bool : 0
        inline uint64_t ZiplineState = 0x2908; // FZiplinePawnState
        inline uint64_t ZiplineJumpDampening = 0x2970; // FCurveTableRowHandle
        inline uint64_t ZiplineJumpStrength = 0x2980; // FCurveTableRowHandle
        inline uint64_t ZiplineJumpActivateDelay = 0x2990; // FScalableFloat
        inline uint64_t ZiplineRentryProtectionDelay = 0x29b8; // FScalableFloat
        inline uint64_t ZiplineSocketZOffset = 0x29e0; // float
        inline uint64_t ZiplineMotorOffset = 0x29e8; // FVector
        inline uint64_t ZiplineStateChanged = 0x2a00; // MulticastInlineDelegateProperty
        inline uint64_t ZiplinePostBegin = 0x2a10; // MulticastInlineDelegateProperty
        inline uint64_t ZiplineSpeedFactorTarget = 0x2a20; // float
        inline uint64_t ZiplineSpeedFactor = 0x2a24; // float
        inline uint64_t EnableSwimSprintDiveCooldown = 0x2a30; // FScalableFloat
        inline uint64_t SwimSprintDiveCooldown = 0x2a58; // FScalableFloat
        inline uint64_t SwimDiveBoostTimeThreshold = 0x2a80; // FScalableFloat
        inline uint64_t ClientSwimDiveInputTime = 0x2aa8; // float
        inline uint64_t bCanPredictJumpApex = 0x2aac; // bool : 0
        inline uint64_t OnAbilityFailedDelegate = 0x2ac8; // MulticastInlineDelegateProperty
        inline uint64_t UnableToPerformActionMontage = 0x2b00; // AnimMontage*
        inline uint64_t UnableToPerformActionSound = 0x2b08; // SoundBase*
        inline uint64_t MoveSoundStimulusBroadcastInterval = 0x2b10; // float
        inline uint64_t EmoteStartTime = 0x2c1c; // float
        inline uint64_t EmoteRandomNum = 0x2c20; // float
        inline uint64_t RandomEmoteIntFrontEnd = 0x2c24; // int32
        inline uint64_t bPlayingPassengerToDriverAnimation = 0x2c38; // bool : 0
        inline uint64_t VehicleSpeedAtTimeOfJump = 0x2c58; // float
        inline uint64_t CurrentVehicle = 0x2c60; // Actor*
        inline uint64_t CurrentSeatProvider = 0x2c68; // Object*
        inline uint64_t InteractingPCRep = 0x2c70; // FortPlayerControllerGameplay*
        inline uint64_t VehicleLastTick = 0x2c78; // Actor*
        inline uint64_t OnVehicleStateChangedEvent = 0x2c98; // MulticastInlineDelegateProperty
        inline uint64_t OnUIGameplayCue = 0x2cb8; // MulticastInlineDelegateProperty
        inline uint64_t OnPetAddedOrRemoved = 0x2cc8; // MulticastInlineDelegateProperty
        inline uint64_t TetherComponent = 0x2cd8; // FortPawnComponent_Tether*
        inline uint64_t PendingTetherLaunch = 0x2ce0; // float
        inline uint64_t TetherJumpLastTime = 0x2d30; // float
        inline uint64_t bSupportsTetheredMovement = 0x2d34; // bool : 0
        inline uint64_t BalloonRope = 0x2d38; // BuildingGameplayActor*
        inline uint64_t OnPossessedProp = 0x2d40; // MulticastInlineDelegateProperty
        inline uint64_t PossessedProp = 0x2d50; // BuildingGameplayActorPlayerPropAttachment*
        inline uint64_t ChaosSwimmingUnderwaterJumpHoldTime = 0x2d58; // float
        inline uint64_t SlopeCameraOffsetFrameCounter = 0x2dc8; // int64
        inline uint64_t SlopeCameraOffsetInterpolator = 0x2dd0; // FVectorRK4SpringInterpolator
        inline uint64_t LargeBodyTypeTargetingOffset = 0x2e38; // FVector
        inline uint64_t VehicleInputComponent = 0x2ef8; // InputComponent*
        inline uint64_t BluePrintPlaceAnimation = 0x2f08; // AnimMontage*
        inline uint64_t BluePrintEditAnimation = 0x2f10; // AnimMontage*
        inline uint64_t OnStartedInteractSearch = 0x2f20; // MulticastInlineDelegateProperty
        inline uint64_t OnEndedInteractSearch = 0x2f30; // MulticastInlineDelegateProperty
        inline uint64_t OnAttemptedInstantInteractSearch = 0x2f40; // MulticastInlineDelegateProperty
        inline uint64_t EmoteInteractionCollisionProfile = 0x2f68; // FName
        inline uint64_t EmoteInteractionBoxExtent = 0x2f70; // FVector
        inline uint64_t EmoteInteractCollisionComponent = 0x2f88; // BoxComponent*
        inline uint64_t OnPartChanged = 0x2fa8; // MulticastInlineDelegateProperty
        inline uint64_t OnManagedPartVisibilityChanged = 0x2fd0; // MulticastInlineDelegateProperty
        inline uint64_t OnPostResIn = 0x3010; // MulticastInlineDelegateProperty
        inline uint64_t BlueprintPaperMID = 0x3050; // MaterialInstanceDynamic*
        inline uint64_t BlueprintPaperPulseTimeline = 0x3058; // FTimeline
        inline uint64_t Hero = 0x30e8; // FortHero*
        inline uint64_t DisplayContext = 0x30f0; // EFortPawnDisplayContext
        inline uint64_t HACK_CustomPRIComponent = 0x3118; // CustomPlayerComponent*
        inline uint64_t CosmeticDataComponent = 0x3120; // CosmeticDataComponent*
        inline uint64_t CosmeticLoadoutComponent = 0x3128; // FortCosmeticLoadoutComponent*
        inline uint64_t BaseCosmeticLoadout = 0x3130; // FortAthenaLoadout
        inline uint64_t AppliedAthenaLoadout = 0x3230; // FortAthenaLoadout
        inline uint64_t AppliedCosmeticLoadout = 0x3330; // FCosmeticLoadout
        inline uint64_t AppliedSwaps = 0x3358; // TArray<FortAppliedSwapItemAndVariantData>
        inline uint64_t AppliedSwapsSoft = 0x3378; // FortSwapItemAndVariantDataSoftArray
        inline uint64_t BaseCosmeticLoadoutReplicator = 0x33a0; // FortAthenaLoadoutReplicator
        inline uint64_t HACK_EmoteOverride = 0x34f0; // FortMontageItemDefinitionBase*
        inline uint64_t CosmeticLoadout = 0x34f8; // FortAthenaLoadout
        inline uint64_t ServerLoadoutChangeSync = 0x35f8; // uint32
        inline uint64_t bAllowClientLoadoutChangeSync = 0x3600; // bool : 0
        inline uint64_t OnMaterialOverrideApplied = 0x3620; // MulticastInlineDelegateProperty
        inline uint64_t OnMaterialOverrideCleared = 0x3630; // MulticastInlineDelegateProperty
        inline uint64_t MaterialOverrides = 0x3658; // TArray<FortPawnMaterialOverride>
        inline uint64_t LocalMaterialOverrides = 0x3668; // TArray<FortPawnMaterialOverride>
        inline uint64_t MaterialOverrideStateMap = 0x3688; // TMap<SceneComponent*, FortPawnMaterialOverrideState>
        inline uint64_t RepCharPartAnimMontageInfo = 0x3698; // FortCharacterPartsRepMontageInfo
        inline uint64_t ClientObservedStats = 0x36b8; // FortClientObservedStatArray
        inline uint64_t SkeletalMeshContext = 0x3730; // FortPawnSkeletalMeshContext*
        inline uint64_t NPCCustomizationInfo = 0x3738; // FortAIPawnCustomizationDefinition*
        inline uint64_t AnimBPOverride = 0x3760; // Class*
        inline uint64_t OriginalAnimBP = 0x3768; // Class*
        inline uint64_t FootstepBankOverride = 0x3770; // FortFootstepAudioBank*
        inline uint64_t OriginalFootstepBank = 0x3778; // FortFootstepAudioBank*
        inline uint64_t CachedFootStepIndex = 0x3780; // int32
        inline uint64_t WeaponAnimSetOverride = 0x3788; // FortWeaponAnimSet*
        inline uint64_t AnimLayersOverride = 0x3790; // TArray<Class*>
        inline uint64_t PreviousAnimLayersOverride = 0x37a0; // TArray<Class*>
        inline uint64_t QueuedAutoPickups = 0x37b0; // TArray<FortPickup*>
        inline uint64_t IgnoreActors = 0x37c0; // TArray<FIgnoreCollisionActor>
        inline uint64_t AutoPickupDropRepickupDelay = 0x37d8; // FScalableFloat
        inline uint64_t AutoPickupRadius = 0x3810; // FScalableFloat
        inline uint64_t CarriedObjectAttachmentSocket = 0x3868; // FName
        inline uint64_t PickupSpeedMultiplier = 0x386c; // float
        inline uint64_t PositionCaptureIntervalForDistanceTraveledAccumulation = 0x3870; // float
        inline uint64_t MiniMapIconBrush = 0x3880; // FSlateBrush
        inline uint64_t AboveBelowMiniMapIconBrush = 0x3930; // FSlateBrush
        inline uint64_t FarOffMiniMapIconBrush = 0x39e0; // FSlateBrush
        inline uint64_t DBNOMiniMapIconBrush = 0x3a90; // FSlateBrush
        inline uint64_t MinimapIconColorSelf = 0x3b40; // FLinearColor
        inline uint64_t MinimapIconColorTeammate = 0x3b50; // FLinearColor
        inline uint64_t MinimapIconColorEnemy = 0x3b60; // FLinearColor
        inline uint64_t MaxIndicatorVisibilityDistForEnemies = 0x3b70; // float
        inline uint64_t MaxIndicatorVisibilityDistForAllies = 0x3b74; // float
        inline uint64_t OnPreventDeathOnOutOfHealth = 0x3b78; // MulticastInlineDelegateProperty
        inline uint64_t OnBackblingBoneSetsHidden = 0x3bc0; // MulticastInlineDelegateProperty
        inline uint64_t bLeftArmHidden = 0x3bd0; // bool : 0
        inline uint64_t bRightArmHidden = 0x3bd0; // bool : 1
        inline uint64_t bLeftLegHidden = 0x3bd0; // bool : 2
        inline uint64_t bRightLegHidden = 0x3bd0; // bool : 3
        inline uint64_t bHeadHidden = 0x3bd0; // bool : 4
        inline uint64_t OnItemDroppedDelegate = 0x3bd8; // MulticastInlineDelegateProperty
        inline uint64_t DBNOHoisterData = 0x3c00; // FortDBNOCarryHoisterData
        inline uint64_t DBNOHoistee = 0x3c10; // FortPlayerPawn*
        inline uint64_t DBNOHoisterAnimSet = 0x3c18; // FortWeaponAnimSet*
        inline uint64_t ThrowCarriedPlayerStrengthXY = 0x3c20; // float
        inline uint64_t ThrowCarriedPlayerStrengthZ = 0x3c24; // float
        inline uint64_t DropCarriedPlayerForwardOffset = 0x3c28; // float
        inline uint64_t DropCarriedPlayerHeightOffset = 0x3c2c; // float
        inline uint64_t DropCarriedPlayerTraceHeight = 0x3c30; // float
        inline uint64_t bShouldTouchShowSecondaryInteract = 0x3c34; // bool : 0
        inline uint64_t bAllowDBNOCarry = 0x3c35; // bool : 0
        inline uint64_t bAllowDBNOCarryEnemies = 0x3c36; // bool : 0
        inline uint64_t bIsBeingDBNOCarried = 0x3c37; // bool : 0
        inline uint64_t bIsDBNOCarrying = 0x3c38; // bool : 0
        inline uint64_t bDBNOCarryHidHoisterBackpack = 0x3c39; // bool : 0
        inline uint64_t bActorHiddenHidCharacterParts = 0x3c3a; // bool : 0
        inline uint64_t bRequestedThrowCarriedPlayer = 0x3c3b; // bool : 0
        inline uint64_t OnDBNOHoisterChangedDelegate = 0x3c48; // MulticastInlineDelegateProperty
        inline uint64_t OnRevivedFromDBNODelegate = 0x3c58; // MulticastInlineDelegateProperty
        inline uint64_t OnRevivePlayerFromDBNODelegate = 0x3c68; // MulticastInlineDelegateProperty
        inline uint64_t OnNewPlayerState = 0x3c78; // MulticastInlineDelegateProperty
        inline uint64_t OnAbilitySystemComponentInitialized = 0x3ca0; // MulticastInlineDelegateProperty
        inline uint64_t OnPreInvalidateAbilitySystemComponent = 0x3cb0; // MulticastInlineDelegateProperty
        inline uint64_t OnFinishedCharacterCustomization = 0x3d08; // MulticastInlineDelegateProperty
        inline uint64_t OnCrouchInputJustPressed = 0x3d30; // MulticastInlineDelegateProperty
        inline uint64_t CustomizationAssetLoader = 0x3d88; // FortCustomizationAssetLoader*
        inline uint64_t SpawnParticles = 0x3e08; // ParticleSystem*
        inline uint64_t SpawnSound = 0x3e10; // SoundBase*
        inline uint64_t bIsLocalPlayer = 0x3e1c; // bool : 1
        inline uint64_t bDamagedEnemy = 0x3e1c; // bool : 3
        inline uint64_t OnDamageComboIncrement = 0x3e38; // MulticastInlineDelegateProperty
        inline uint64_t OnDamageComboReset = 0x3e48; // MulticastInlineDelegateProperty
        inline uint64_t PlayerStatus = 0x3e60; // uint32
        inline uint64_t AccelerationPack = 0x3e64; // uint16
        inline uint64_t RepAnimMontageInfo = 0x3e68; // FGameplayAbilityRepAnimMontage
        inline uint64_t ReplicatedEmoteInfo = 0x3ea0; // FortEmoteRepInfo
        inline uint64_t RepAnimMontageStartSection = 0x3ec8; // int32
        inline uint64_t bNetMovementPrioritized = 0x3ecc; // bool : 0
        inline uint64_t LandingMontagePair = 0x3ed0; // FReplicatedMontagePair
        inline uint64_t PriorVariantData = 0x3ef0; // FPreviouslyAppliedVariantData
        inline uint64_t TempWeaponsStack = 0x3f38; // TArray<FortWorldItemDefinition*>
        inline uint64_t RootMotionInterruptNotifyStack = 0x3f48; // TArray<FortAnimNotifyState_RootMotionInterrupt*>
        inline uint64_t RootMotionInterruptMontageStack = 0x3f58; // TArray<AnimMontage*>
        inline uint64_t VisibilityComponent = 0x4030; // FortVisibilityComponent*
        inline uint64_t BlendablesPostProcessComp = 0x4038; // PostProcessComponent*
        inline uint64_t bUseControllerRotationYawToRestore = 0x4044; // bool : 0
        inline uint64_t OnBeginSkydivingEvent = 0x4048; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSkydivingEvent = 0x4058; // MulticastInlineDelegateProperty
        inline uint64_t OnBeginParachuteMovementEvent = 0x4068; // MulticastInlineDelegateProperty
        inline uint64_t OnParachuteSpawned = 0x4078; // MulticastInlineDelegateProperty
        inline uint64_t OnEndParachuteMovementEvent = 0x4088; // MulticastInlineDelegateProperty
        inline uint64_t OnParachuteForceOpenStart = 0x4098; // MulticastInlineDelegateProperty
        inline uint64_t OnBallooningGravityCeilingChanged = 0x40a8; // MulticastInlineDelegateProperty
        inline uint64_t OnEnteredAircraft = 0x40b8; // MulticastInlineDelegateProperty
        inline uint64_t OnStopSliding = 0x40c8; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnPossessed = 0x40d8; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnUnpossessed = 0x40e8; // MulticastInlineDelegateProperty
        inline uint64_t OnEmoteInteracted = 0x40f8; // MulticastInlineDelegateProperty
        inline uint64_t OnSafeZoneOccupancyChangedEvent = 0x4108; // MulticastInlineDelegateProperty
        inline uint64_t CustomMovementIndicators = 0x4118; // TMap<EFortCustomMovement, Texture*>
        inline uint64_t CurrentGliderOpenSound = 0x4138; // SoundBase*
        inline uint64_t CurrentGliderOpenAudioComponent = 0x4140; // TWeakObjectPtr<AudioComponent>
        inline uint64_t CurrentGliderCloseSound = 0x4148; // SoundBase*
        inline uint64_t CurrentGliderCloseAudioComponent = 0x4150; // TWeakObjectPtr<AudioComponent>
        inline uint64_t bParachuteLockedOpen = 0x4164; // bool : 0
        inline uint64_t bLocalParachuteLockedOpen = 0x4165; // bool : 0
        inline uint64_t AttachmentMesh = 0x4168; // FRepFortMeshAttachment
        inline uint64_t AttachmentMeshComponent = 0x4178; // SkeletalMeshComponentBudgeted*
        inline uint64_t PersonalVehicleWrapModifier = 0x4180; // CustomItemWrapModifier*
        inline uint64_t BotScriptedBehavior = 0x4188; // FortPawnScriptedBehavior*
        inline uint64_t IgnoredWaterBodies = 0x41a8; // TArray<FortWaterBodyActor*>
        inline uint64_t UnderwaterDamageComponent = 0x41b8; // FortUnderwaterDamageComponent*
        inline uint64_t SlipperySlopeParams = 0x41d0; // FSlipperySlopeParams
        inline uint64_t PetState = 0x4460; // FortPlayerPetRepState*
        inline uint64_t CosmeticPetInstance = 0x4468; // FortPlayerPet*
        inline uint64_t GliderSpawnComponent = 0x4480; // FortGliderSpawnComponent*
        inline uint64_t ParachuteAttachment = 0x4488; // FortPlayerParachute*
        inline uint64_t GliderOverrideStack = 0x4498; // TArray<AthenaGliderItemDefinition*>
        inline uint64_t bResetGliderOverrideOnLanding = 0x44a8; // bool : 0
        inline uint64_t ParachuteClearanceCollisionProfile = 0x44ac; // FName
        inline uint64_t ParachuteDeployTraceForGroundDistance = 0x44b0; // FScalableFloat
        inline uint64_t LaunchPadParachuteDeployTraceForGroundDistance = 0x44d8; // FScalableFloat
        inline uint64_t LaunchPadParachuteDeployTraceForDownwardSpeed = 0x4500; // FScalableFloat
        inline uint64_t ParachuteDeployVelocityBlend = 0x4528; // FScalableFloat
        inline uint64_t ParachuteCooldownToOpen = 0x4550; // float
        inline uint64_t ParachuteCooldownToClose = 0x4554; // float
        inline uint64_t GliderRedeployAllowedRow = 0x4558; // FScalableFloat
        inline uint64_t GliderRedeployLateralVelocityMultiplierRow = 0x4580; // FScalableFloat
        inline uint64_t GliderRedeployHeighLimitRow = 0x45a8; // FScalableFloat
        inline uint64_t AllowGliderRedeployHeighLimitRow = 0x45d0; // FScalableFloat
        inline uint64_t FallOnCloseParachuteRow = 0x45f8; // FScalableFloat
        inline uint64_t AllowCloseAfterForceDeploy = 0x4620; // FScalableFloat
        inline uint64_t BalloonFallDamageThresholdVelocityZ = 0x4650; // FScalableFloat
        inline uint64_t PreDrivingAnimBP = 0x4678; // Class*
        inline uint64_t CurrentVehicleAnimLayerOverlayClass = 0x4680; // Class*
        inline uint64_t CurrentSwimmingAnimLayerOverlayClass = 0x4688; // Class*
        inline uint64_t DefaultSwimmingAnimLayerOverlayClass = 0x4690; // Class*
        inline uint64_t TimeBeforeSwimmingLayerDeactivated = 0x46a0; // float
        inline uint64_t LinkedAnimGraphComponent = 0x46a8; // FortLinkedAnimGraphComponent*
        inline uint64_t AnimationComponent = 0x46b0; // FortPlayerAnimationComponent*
        inline uint64_t ParachuteAudioLoop = 0x46b8; // AudioComponent*
        inline uint64_t ParachuteAndSkydiveAudioFadeInTime = 0x46c0; // float
        inline uint64_t ParachuteAndSkydiveAudioFadeOutTime = 0x46c4; // float
        inline uint64_t SkydiveAudioLoop = 0x46c8; // AudioComponent*
        inline uint64_t SoundOnParachuteForcedOpen = 0x46d0; // SoundBase*
        inline uint64_t SkydivingLoop1P = 0x46d8; // SoundBase*
        inline uint64_t SkydivingLoop3P = 0x46e0; // SoundBase*
        inline uint64_t ParachuteOpenLoop1P = 0x46e8; // SoundBase*
        inline uint64_t ParachuteOpenLoop3P = 0x46f0; // SoundBase*
        inline uint64_t SwimmingAudioLoop = 0x46f8; // AudioComponent*
        inline uint64_t SwimmingAudioFadeOutTime = 0x4700; // float
        inline uint64_t SwimmingAudioInterpSpeed = 0x4704; // float
        inline uint64_t SoundOnSwimmingLoop = 0x4708; // SoundBase*
        inline uint64_t RemoteViewData32 = 0x4758; // uint32
        inline uint64_t PreRecoilInputDeltaPacked = 0x475c; // uint32
        inline uint64_t bSendReplayInputToServer = 0x4778; // bool : 0
        inline uint64_t MovementInputPacked = 0x4798; // uint32
        inline uint64_t LastQuickBarSwitchRequestTime = 0x47c8; // float
        inline uint64_t MeleeAbilityCooldown = 0x47cc; // float
        inline uint64_t bHideBodyOnDeathRequested = 0x47d0; // bool : 0
        inline uint64_t ControlledRCPawn = 0x47d4; // TWeakObjectPtr<FortRemoteControlledPawnAthena>
        inline uint64_t StoredControlRotation = 0x47e0; // FRotator
        inline uint64_t UICameraFramingFaceSocketName = 0x47fc; // FName
        inline uint64_t FacialTypeOverride = 0x4800; // EFortFacialAnimTypes
        inline uint64_t GhostModeExitStartTime = 0x4804; // float
        inline uint64_t GhostModeExitDuration = 0x4808; // float
        inline uint64_t CachedReferencesByName = 0x4920; // TMap<FName, FortPlayerPawnObjectReference>
        inline uint64_t bFXPlayDustOnMovement = 0x4930; // bool : 0
        inline uint64_t PSC_PlayerInWater = 0x4938; // ParticleSystemComponent*
        inline uint64_t PSC_PlayerInWaterSurfaceSwimming = 0x4940; // ParticleSystemComponent*
        inline uint64_t NiagaraPlayerInWaterBasicAsset = 0x4948; // NiagaraSystem*
        inline uint64_t NiagaraPlayerInWaterSwimmingAsset = 0x4950; // NiagaraSystem*
        inline uint64_t NiagaraPlayerWaterHandSplashAsset = 0x4958; // NiagaraSystem*
        inline uint64_t NiagaraPlayerWaterFootSplashAsset = 0x4960; // NiagaraSystem*
        inline uint64_t NiagaraPlayerWaterLargePlayerSplashAsset = 0x4968; // NiagaraSystem*
        inline uint64_t NiagaraPlayerWaterBoostAsset = 0x4970; // NiagaraSystem*
        inline uint64_t FootSplashLeftSocketName = 0x4978; // FName
        inline uint64_t FootSplashRightSocketName = 0x497c; // FName
        inline uint64_t NiagaraPlayerStandingInWater = 0x4980; // FXSystemComponent*
        inline uint64_t NiagaraPlayerSwimmingInWater = 0x4988; // FXSystemComponent*
        inline uint64_t NiagaraPlayerHandSplashInWater = 0x4990; // FXSystemComponent*
        inline uint64_t NiagaraPlayerFootSplashInWaterLeft = 0x4998; // FXSystemComponent*
        inline uint64_t NiagaraPlayerFootSplashInWaterRight = 0x49a0; // FXSystemComponent*
        inline uint64_t NiagaraPlayerJumpSplashInWater = 0x49a8; // FXSystemComponent*
        inline uint64_t NiagaraPlayerWaterBoost = 0x49b0; // FXSystemComponent*
        inline uint64_t bWaterFootSplashActive = 0x49b8; // bool : 0
        inline uint64_t bEnableWaterInteractionEffects = 0x49b8; // bool : 1
        inline uint64_t SlidingAudioComp = 0x49c0; // AudioComponent*
        inline uint64_t SlidingIntensitySound3P = 0x49c8; // SoundBase*
        inline uint64_t SlidingIntensitySound1P = 0x49d0; // SoundBase*
        inline uint64_t SlideAudioIntensity = 0x49d8; // float
        inline uint64_t PSC_PlayerSlideLand = 0x49e0; // ParticleSystemComponent*
        inline uint64_t OnActivateAbility = 0x49e8; // MulticastInlineDelegateProperty
        inline uint64_t OnFiringRangedWeapon = 0x49f8; // MulticastInlineDelegateProperty
        inline uint64_t ConsecutiveWeakSpotResourceBonus = 0x4a08; // FScalableFloat
        inline uint64_t LastHitWeakSpotResourceBonus = 0x4a30; // FScalableFloat
        inline uint64_t CustomInteractionWidget = 0x4a60; // Widget*
        inline uint64_t ConvertComponent = 0x4a88; // FortPawnComponent_Convert*
        inline uint64_t AffiliationComponent = 0x4a90; // FortActorComponent_Affiliation*
        inline uint64_t ReplacedByPawn = 0x4a98; // TWeakObjectPtr<FortStandInPlayerPawn>
        inline uint64_t bUseViewRotationForCameraOrigin = 0x4aa1; // bool : 0
        inline uint64_t CosmeticPortInformationComponent = 0x4af8; // CosmeticPortInformationComponent*
        inline uint64_t CosmeticApplicatorComponent = 0x4b00; // CosmeticApplicatorComponent*
        inline uint64_t CurrentQuickChatIcon = 0x4b08; // FortCarriedObjectHolderInterface*
    }

    namespace FortGameModePvE {
        inline uint64_t bIdleKickEnabledByConfig = 0xaa0; // bool : 0
        inline uint64_t bIdleKickEnabledByBlueprint = 0xaa1; // bool : 0
        inline uint64_t bOnlyIdleKickPublicMatches = 0xaa2; // bool : 0
        inline uint64_t bResetDefaultIdleTimeWhenNoLongerSolo = 0xaa3; // bool : 0
        inline uint64_t bAnyMovementNotIdleWhilePrivate = 0xaa4; // bool : 0
        inline uint64_t bRestrictMaxIdleTime = 0xaa5; // bool : 0
        inline uint64_t RestrictedMaxIdleTime = 0xaa8; // float
        inline uint64_t bSendIdleAnalytics = 0xaac; // bool : 0
        inline uint64_t bShouldClampFortStats = 0xaad; // bool : 0
        inline uint64_t bWaitForAircraft = 0xaae; // bool : 0
        inline uint64_t bBuildingContainersStartAlreadySearched = 0xaaf; // bool : 0
        inline uint64_t bSpawnLootForBuildingContainersThatStartAlreadySearched = 0xab0; // bool : 0
        inline uint64_t BuildingContainersThatRequireSearching = 0xab8; // TArray<Class*>
        inline uint64_t bSpawnWeaponsWithMaxPerks = 0xb00; // bool : 0
        inline uint64_t bSpawnTrapsWithMaxPerks = 0xb00; // bool : 1
        inline uint64_t bUseHighPerkSlotValues = 0xb00; // bool : 2
        inline uint64_t bEnableBigBenPvE = 0xb4c; // bool : 0
        inline uint64_t BigBenPvE = 0xb50; // FDateTime
        inline uint64_t BigBenPvEAdjust = 0xb58; // float
        inline uint64_t CheckNumDefendersInterval = 0xb5c; // float
    }

    namespace FortPlayerState {
        inline uint64_t bIsWorldDataOwner = 0x388; // bool : 0
        inline uint64_t bIsGameSessionOwner = 0x388; // bool : 1
        inline uint64_t bIsGameSessionAdmin = 0x388; // bool : 2
        inline uint64_t bIsReadyToContinue = 0x388; // bool : 3
        inline uint64_t bHasFinishedLoading = 0x388; // bool : 4
        inline uint64_t bHasStartedPlaying = 0x388; // bool : 5
        inline uint64_t bRepFlag1 = 0x388; // bool : 6
        inline uint64_t PlayerRole = 0x38c; // EFortPlayerRole
        inline uint64_t WorldPlayerId = 0x38e; // int16
        inline uint64_t PartyOwnerUniqueId = 0x390; // FUniqueNetIdRepl
        inline uint64_t HeroId = 0x3c0; // FString
        inline uint64_t HeroType = 0x3d0; // FortHeroType*
        inline uint64_t CurrentCharXP = 0x3d8; // int32
        inline uint64_t MyBackpackPickup = 0x3dc; // TWeakObjectPtr<FortPickup>
        inline uint64_t InitialExperienceLevel = 0x3e4; // int32
        inline uint64_t InitialExperienceAmount = 0x3e8; // int32
        inline uint64_t ExperienceDeltas = 0x3f0; // TArray<FortExperienceDelta>
        inline uint64_t Platform = 0x400; // FString
        inline uint64_t Banner = 0x410; // FPlayerBannerInfo
        inline uint64_t CachedLoadoutCharacterInfo = 0x438; // FCachedLoadoutCharacterInfo
        inline uint64_t CachedLoadoutCharacterGated = 0x448; // AthenaCharacterItemDefinition*
        inline uint64_t bIsSimulatingDamage = 0x450; // bool : 0
        inline uint64_t OnTeamIndexChangedDelegate = 0x590; // MulticastInlineDelegateProperty
        inline uint64_t CharacterData = 0x5a0; // FCustomCharacterData
        inline uint64_t ActiveVariantOverrides = 0x5f8; // TArray<FMcpVariantChannelInfo>
        inline uint64_t ActiveCosmeticItemSwaps = 0x608; // TArray<FortAppliedSwapItemAndVariantData>
        inline uint64_t AdditionalCharacterPartOverrides = 0x618; // TArray<CustomCharacterPart*>
        inline uint64_t CustomPRIComponent = 0x628; // CustomPlayerComponent*
        inline uint64_t PlayerTeam = 0x648; // TWeakObjectPtr<FortTeamInfo>
        inline uint64_t PlayerTeamPrivate = 0x650; // TWeakObjectPtr<FortTeamPrivateInfo>
        inline uint64_t bSkipReplicatedStats = 0x670; // bool : 0
        inline uint64_t ReplicatedStats_Campaign = 0x674; // FReplicatedStatValues
        inline uint64_t ReplicatedStats_Zone = 0x78c; // FReplicatedStatValues
        inline uint64_t bAreZoneStatsFinalized = 0x8a8; // bool : 0
        inline uint64_t ReadyCheckState = 0x8a9; // EReadyCheckState
        inline uint64_t HomeActor = 0x8b0; // Actor*
        inline uint64_t AttributeSets = 0x8b8; // FortPlayerAttributeSets
        inline uint64_t AbilitySystemComponent = 0x910; // FortAbilitySystemComponent*
        inline uint64_t HabaneroComponent = 0x918; // FortPlayerStateComponent_Habanero*
        inline uint64_t PlayerOSSName = 0x920; // FName
        inline uint64_t TrustedPlatformType = 0x924; // ETrustedPlatformType
        inline uint64_t AnalyticsPlatform = 0x928; // FString
        inline uint64_t PlatformUniqueNetId = 0x938; // FUniqueNetIdRepl
        inline uint64_t bInitializedPlayerCustomizationOptionsFromClientSettings = 0x978; // bool : 0
        inline uint64_t PawnDeathLocation = 0x9c8; // FVector
        inline uint64_t CachedPreviousWorldPlayerId = 0x9e0; // int32
        inline uint64_t bInGhostMode = 0x9f0; // bool : 0
        inline uint64_t OnPawnDiedDelegate = 0xa10; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnDamaged = 0xa20; // MulticastInlineDelegateProperty
        inline uint64_t OnMutatorListUpdatedDelegate = 0xa30; // MulticastInlineDelegateProperty
    }

    namespace FortWeaponWheel {
        inline uint64_t bRememberLastItem = 0x4d4; // bool : 0
        inline uint64_t NumOfQuickBarItems = 0x4d8; // int32
        inline uint64_t VirtualAcceptInputAction = 0x4e0; // FDataTableRowHandle
        inline uint64_t RadialMenu_Picker = 0x4f0; // FortSlottedRadialMenu*
        inline uint64_t Text_ItemName = 0x4f8; // CommonTextBlock*
        inline uint64_t Keybind_Confirm = 0x500; // FortKeyBindWidget*
        inline uint64_t Button_Cancel = 0x508; // CommonButtonLegacy*
        inline uint64_t Image_RadialHighlight = 0x510; // Image*
    }

    namespace FortWeaponWings {
        inline uint64_t WingsMaterialInstance = 0x1a28; // MaterialInstanceDynamic*
        inline uint64_t IsFlyingGameplayTag = 0x1a30; // FGameplayTag
        inline uint64_t IsFallingAudioParamName = 0x1a34; // FName
        inline uint64_t FeatherDissolveName = 0x1a38; // FName
        inline uint64_t ReplenishAnimationName = 0x1a3c; // FName
        inline uint64_t OutOfEnergy2DSound = 0x1a40; // SoundBase*
        inline uint64_t OwnedGameplayTags = 0x1a48; // FGameplayTagContainer
        inline uint64_t AbilitySystemComponent = 0x1a68; // FortAbilitySystemComponent*
        inline uint64_t HealthSet = 0x1a70; // FortHealthSet*
        inline uint64_t PrimarySurfaceType = 0x1a78; // EPhysicalSurface
        inline uint64_t WeaponResponseType = 0x1a79; // EFortBaseWeaponDamage
        inline uint64_t DamageGameplayEffectClass = 0x1a80; // Class*
        inline uint64_t SetByCallerDamageTag = 0x1a88; // FGameplayTag
        inline uint64_t TagsToPreventReload = 0x1a90; // FGameplayTagContainer
        inline uint64_t ServerMeshRelativeRotationRoll = 0x1ab0; // FScalableFloat
        inline uint64_t ServerMeshRelativeLocationY = 0x1ad8; // FScalableFloat
        inline uint64_t ServerMeshRelativeLocationZ = 0x1b00; // FScalableFloat
    }

    namespace FortGameModeZone {
        inline uint64_t OnPlayerLogin = 0x718; // MulticastInlineDelegateProperty
        inline uint64_t bSpawnAllStuff = 0x728; // bool : 0
        inline uint64_t bDisableAI = 0x728; // bool : 1
        inline uint64_t bInitBeaconAtInitGame = 0x728; // bool : 2
        inline uint64_t OverrideAIDirectorIndex = 0x72c; // int32
        inline uint64_t ActiveSpawnPad = 0x730; // BuildingSMActor*
        inline uint64_t bDisableVoiceChat = 0x770; // bool : 0
        inline uint64_t ReplayStreamerOverride = 0x778; // FString
        inline uint64_t AIDirector = 0x790; // FortAIDirector*
        inline uint64_t AIGoalManager = 0x798; // FortAIGoalManager*
        inline uint64_t EndOfZoneRemainTime = 0x7a0; // int32
        inline uint64_t TaggedActorsManager = 0x7a8; // FortTaggedActorsManager*
        inline uint64_t BuildingOctreeManager = 0x7b0; // FortBuildingOctreeManager*
        inline uint64_t SimpleDestructiblePropOctreeManager = 0x7b8; // SimpleDestructiblePropOctreeManager*
        inline uint64_t bUseAllSocketsInSpawnPad = 0x7c0; // bool : 0
        inline uint64_t bCheckHeroTypeForPawnClass = 0x7c1; // bool : 0
        inline uint64_t bAllowSpectateAfterDeath = 0x7c2; // bool : 0
        inline uint64_t bForceSpectateAfterDeathRegardlessOfRespawnTime = 0x7c3; // bool : 0
        inline uint64_t SpectateAfterDeath_DelayFirst = 0x7c8; // FScalableFloat
        inline uint64_t SpectateAfterDeath_DelayRepeating = 0x7f0; // float
        inline uint64_t HotfixBehaviorVolumes = 0x7f8; // TArray<FHotfixVolumePlacement>
        inline uint64_t bCriticalMissionEligible = 0x808; // bool : 0
        inline uint64_t ZoneLootNamedWeightsMapOverride = 0x840; // TMap<FName, float>
        inline uint64_t PetManager = 0x850; // FortPetManager*
        inline uint64_t StartingItems = 0x858; // TArray<FItemAndCount>
        inline uint64_t bAllowEnemyAIWorldItemLootDrops = 0x868; // bool : 0
        inline uint64_t bAllowEnemyAIItemCacheLootDrops = 0x868; // bool : 1
        inline uint64_t bAllowContainerItemCacheLootDrops = 0x868; // bool : 2
        inline uint64_t OnHandleZonePeriodicReport = 0x870; // MulticastInlineDelegateProperty
        inline uint64_t OnHandleMatchHasStarted = 0x880; // MulticastInlineDelegateProperty
        inline uint64_t bTrustXboxPlatformId = 0x890; // bool : 0
        inline uint64_t AssociatedSubGame = 0x891; // ESubGame
        inline uint64_t BluGloMiniMapIconBrushOverride = 0x8a0; // FSlateBrush
        inline uint64_t DefaultBluGloMiniMapIconBrush = 0x950; // FSlateBrush
        inline uint64_t bEnableLandscapeFailsafeKillForBots = 0xa08; // bool : 0
        inline uint64_t bTryToSpawnWithinStormShield = 0xa09; // bool : 0
        inline uint64_t bSupportOneHitBuildingActorRecycling = 0xa0a; // bool : 0
        inline uint64_t bOneHitResourcesGoToOwner = 0xa0b; // bool : 0
        inline uint64_t DefaultFailsafeMode = 0xa0c; // EUnderLandscapeFailsafe
        inline uint64_t StormWindInactiveMagnitudeScalar = 0xa10; // float
        inline uint64_t StormWindActiveMagnitudeScalar = 0xa14; // float
        inline uint64_t PlayerStartLocationOverrides = 0xa18; // TArray<FVector>
        inline uint64_t bEnableLongRangeAutoPickup = 0xa50; // bool : 0
        inline uint64_t LongRangeAutoPickupInterval = 0xa54; // float
        inline uint64_t LongRangeAutoPickupRadius = 0xa58; // float
    }

    namespace FortGameStatePvE {
        inline uint64_t bAllowMulching = 0x1068; // bool : 0
        inline uint64_t bIsConsideredFrontend = 0x1069; // bool : 0
        inline uint64_t Aircraft = 0x1088; // FortAircraft*
        inline uint64_t bUseMoonbeamHUD = 0x10a8; // bool : 0
        inline uint64_t PickupsAllowedMax = 0x10ac; // uint32
        inline uint64_t PickupsDesiredSlack = 0x10b0; // uint32
        inline uint64_t PickupDespawnDelaySeconds = 0x10b4; // float
        inline uint64_t bDebugPickupManagement = 0x10b8; // bool : 0
        inline uint64_t bEnablePickupManagement = 0x10b9; // bool : 0
        inline uint64_t ImportantPickupThreshold = 0x10ba; // EFortRarity
        inline uint64_t bWeaponSwappingEnabled = 0x10c8; // bool : 0
        inline uint64_t OnMaxMatchWarningTimerComplete = 0x10e8; // MulticastInlineDelegateProperty
        inline uint64_t MaxMatchLength = 0x10f8; // float
        inline uint64_t EndMatchWarningTime = 0x10fc; // float
    }

    namespace FortPickupAthena {
        inline uint64_t StaticGameplayTags = 0x740; // FGameplayTagContainer
    }

    namespace FortPickupEffect {
        inline uint64_t StaticMesh = 0x270; // StaticMesh*
        inline uint64_t SkeletalMesh = 0x278; // SkeletalMesh*
        inline uint64_t MaterialOverrides = 0x280; // TArray<MaterialInterface*>
        inline uint64_t ParentPickupActor = 0x290; // FortPickup*
        inline uint64_t ActiveAlterations = 0x298; // TArray<FortAlterationItemDefinition*>
        inline uint64_t ItemDefinition = 0x2a8; // FortWorldItemDefinition*
        inline uint64_t bDoNotShowSpawnParticles = 0x2b8; // bool : 0
        inline uint64_t bDoNotTickSkeletalMeshComponents = 0x2b9; // bool : 0
        inline uint64_t PickupColor = 0x2c0; // FVector
        inline uint64_t BackpackWorldPosition = 0x2d8; // FLinearColor
        inline uint64_t bOwnedByALocalPlayer = 0x2e8; // bool : 0
        inline uint64_t bOwnedByPlayer = 0x2e8; // bool : 1
        inline uint64_t bRandomRotation = 0x2ec; // bool : 0
        inline uint64_t PickupByNearbyPawnSound = 0x2f0; // SoundBase*
        inline uint64_t bTossed = 0x300; // bool : 0
    }

    namespace FortWeaponRanged {
        inline uint64_t OnProjectileSpawned = 0x19f8; // MulticastInlineDelegateProperty
        inline uint64_t OnRecoilAdded = 0x1a08; // MulticastInlineDelegateProperty
        inline uint64_t OnBulletTracerNiagaraDataSent = 0x1a18; // MulticastInlineDelegateProperty
        inline uint64_t OnBulletTracerBeamFXActivated = 0x1a28; // MulticastInlineDelegateProperty
        inline uint64_t ReplayActivationCue = 0x1a50; // FWeaponCueReplicationStruct
        inline uint64_t ReplayImpactCue = 0x1b28; // FWeaponCueReplicationStruct
        inline uint64_t PlayDelayedRecoilTimerHandle = 0x1c08; // FTimerHandle
        inline uint64_t PlayDelayedFiringAnimationTimerHandle = 0x1c10; // FTimerHandle
        inline uint64_t PlayDelayedSpreadTimerHandle = 0x1c18; // FTimerHandle
        inline uint64_t bLWPNudgeHitOrigin = 0x1c20; // bool : 0
        inline uint64_t LWPNudgeHitDistance = 0x1c28; // FortCachedScalableFloat
        inline uint64_t TracerFXDataChannel = 0x1c58; // NiagaraDataChannelAsset*
        inline uint64_t NDCTracerFx = 0x1c60; // FortNDCTracerInfo
        inline uint64_t MuzzleFXData = 0x1d98; // FortWeaponMuzzleFXData
        inline uint64_t HitscanTracerFakeVelocity = 0x1e48; // float
        inline uint64_t TracerTemplate = 0x1e50; // Class*
        inline uint64_t bAllowAutomaticWeaponCatchup = 0x1e58; // bool : 0
        inline uint64_t LocalFireRateModification = 0x1e80; // float
        inline uint64_t CurrentNumBullets = 0x1e84; // int32
        inline uint64_t ScopeTargetingMuzzleOffset = 0x1e88; // FVector
        inline uint64_t CurrentMuzzleBlockedLocation = 0x1ea0; // FVector
        inline uint64_t CurrentDamageStart = 0x1eb8; // EFortAbilityTargetingSource
        inline uint64_t MaxTargetingAimAdjustment = 0x1ec0; // FRotator
        inline uint64_t bAnchorReticleCenter = 0x1ed8; // bool : 0
        inline uint64_t bShouldDisplayAmmoCounter = 0x1ed8; // bool : 1
        inline uint64_t bShouldDisplayReticleAmmoCounter = 0x1ed8; // bool : 2
        inline uint64_t bHideAmmoCounterDuringTargeting = 0x1ed8; // bool : 3
        inline uint64_t bShouldDisplayAmmoCounterDuringSecondaryFire = 0x1ed8; // bool : 4
        inline uint64_t bShouldHideReserveAmmo = 0x1ed8; // bool : 5
        inline uint64_t bShouldHideMagazineAmmo = 0x1ed8; // bool : 6
        inline uint64_t bAimFromMuzzleAtCloseRange = 0x1ed8; // bool : 7
        inline uint64_t bShouldAimFromMuzzleAtCloseRange = 0x1ed9; // bool : 0
        inline uint64_t bAlwaysAimFromMuzzle = 0x1ed9; // bool : 1
        inline uint64_t bAutoReloadBlocksManualReload = 0x1ed9; // bool : 2
        inline uint64_t bAllowTrySecondaryFireDuringReload = 0x1eda; // bool : 0
        inline uint64_t bMaintainAimLocationDuringTargeting = 0x1edb; // bool : 0
        inline uint64_t bUseScopeTargeting = 0x1edb; // bool : 1
        inline uint64_t bUseFirstPersonTargeting = 0x1edb; // bool : 2
        inline uint64_t bDisableTargetingForHipFireFirstPerson = 0x1edb; // bool : 3
        inline uint64_t HipFireFirstPersonMeshFOV = 0x1edc; // float
        inline uint64_t bUseScopedThirdPersonTargeting = 0x1eec; // bool : 0
        inline uint64_t ADSFireHeadToHandDistance = 0x1ef8; // float
        inline uint64_t bPersistentFireFX = 0x1efc; // bool : 0
        inline uint64_t bSendSingleFireEventForLoopingMetaSoundWeapons = 0x1efc; // bool : 1
        inline uint64_t bUseBeamParticles = 0x1efc; // bool : 2
        inline uint64_t bActivateRangeAbilityPerBurstShot = 0x1efc; // bool : 3
        inline uint64_t bUseImpactFXForProjectiles = 0x1efc; // bool : 4
        inline uint64_t bUseImpactFXForProjectileOverlaps = 0x1efc; // bool : 5
        inline uint64_t bUseImpactDecals = 0x1efc; // bool : 6
        inline uint64_t bUsePersistentBeam = 0x1efc; // bool : 7
        inline uint64_t bUseShellsParticles = 0x1efd; // bool : 0
        inline uint64_t bUseTracers = 0x1efd; // bool : 1
        inline uint64_t bUseOverrideBaseSpread = 0x1efd; // bool : 6
        inline uint64_t bUseOverrideSpreadDownsightsMultiplier = 0x1efd; // bool : 7
        inline uint64_t bIsMuzzleTraceNearWall = 0x1efe; // bool : 2
        inline uint64_t MaxMuzzleAimCameraAimHeadingAngleDifferenceDegrees = 0x1f00; // float
        inline uint64_t AimPitchMin = 0x1f04; // float
        inline uint64_t AimPitchMax = 0x1f08; // float
        inline uint64_t MuzzleTraceNearWallThreshold = 0x1f0c; // float
        inline uint64_t BeamSignificance = 0x1f30; // FortEffectDistanceQuality
        inline uint64_t ImpactSignificance = 0x1f48; // FortEffectDistanceQuality
        inline uint64_t DecalSignificance = 0x1f60; // FortEffectDistanceQuality
        inline uint64_t ScopeImpactEffectDistanceOffset = 0x1f78; // float
        inline uint64_t MuzzlePSC = 0x1f80; // FXSystemComponent*
        inline uint64_t ShellPSCMap = 0x1f88; // TMap<FName, FXSystemComponent*>
        inline uint64_t BeamParticleSystem = 0x1f98; // ParticleSystem*
        inline uint64_t BeamNiagaraSystemAsset = 0x1fa0; // TSoftObjectPtr<NiagaraSystem>
        inline uint64_t BeamSourceSocketName = 0x1fc0; // FName
        inline uint64_t FortSpawnPropOverride = 0x1fc8; // SkeletalMesh*
        inline uint64_t FortSpawnPropAnimOverride = 0x1fd0; // AnimationAsset*
        inline uint64_t DecalSizeMin = 0x1fd8; // FVector
        inline uint64_t DecalSizeMax = 0x1ff0; // FVector
        inline uint64_t DecalLifespanMin = 0x2008; // float
        inline uint64_t DecalLifespanMax = 0x200c; // float
        inline uint64_t DecalColorStart = 0x2010; // FLinearColor
        inline uint64_t DecalColorEnd = 0x2020; // FLinearColor
        inline uint64_t DecalMaterial = 0x2030; // MaterialInterface*
        inline uint64_t DecalTexture = 0x2038; // Texture2D*
        inline uint64_t SurfaceAcceptingDecals = 0x2040; // TArray<EPhysicalSurface>
        inline uint64_t ShellReloadCounter = 0x2054; // int32
        inline uint64_t MaxTargetingAimAdjustPerSecond = 0x2100; // FRotator
        inline uint64_t ScopePostProcessEnabled = 0x2290; // bool : 0
        inline uint64_t ScopePostProcessBlendWeight = 0x2294; // float
        inline uint64_t ScopePostProcessMaterial = 0x2298; // TArray<FWeightedBlendable>
        inline uint64_t ScopePostProcessMaterialFromOptic = 0x22a8; // TArray<FWeightedBlendable>
        inline uint64_t LWPSpawnDirectionAdjustmentStrengthOverride = 0x22c0; // float
        inline uint64_t LWPDirectionAdjustmentMaxAngleOverride = 0x22c4; // float
        inline uint64_t BulletPattern = 0x22c8; // TArray<FortBulletPatternEntry>
        inline uint64_t RampingFireRateData = 0x22d8; // FortWeaponRampingData
        inline uint64_t EnemyWarningWeaponImpactSFX = 0x2448; // SoundBase*
        inline uint64_t LastFiredInterval = 0x2528; // float
        inline uint64_t BeamNiagaraSystem = 0x2530; // NiagaraSystem*
        inline uint64_t bUseAthenaRecoil = 0x25b8; // bool : 7
        inline uint64_t bUseAthenaPerfectADSAim = 0x25b9; // bool : 0
        inline uint64_t bFirstShotAccuracyCheckVehicleMovement = 0x25b9; // bool : 1
        inline uint64_t FirstShotAccuracyMinWaitTime = 0x25bc; // float
        inline uint64_t BulletCountForPerBulletRecoil = 0x25c0; // float
        inline uint64_t RecoilProcessingShotCounter = 0x25c4; // float
        inline uint64_t RecoilTimingCounter = 0x25c8; // float
        inline uint64_t BulletCountForPerBulletSpread = 0x25cc; // float
        inline uint64_t TimeRemainingForBulletSpread = 0x25d0; // float
        inline uint64_t FireAnimation = 0x2648; // AnimMontage*
        inline uint64_t FireDownsightsAnimation = 0x2650; // AnimMontage*
        inline uint64_t FireFromCrouchWalkAnimation = 0x2658; // AnimMontage*
        inline uint64_t CockingAnimation = 0x2660; // AnimMontage*
        inline uint64_t WeaponFireMontage = 0x2668; // AnimMontage*
        inline uint64_t WeaponFireDownsightsMontage = 0x2670; // AnimMontage*
        inline uint64_t WeaponFireFromCrouchWalkMontage = 0x2678; // AnimMontage*
        inline uint64_t WeaponCockingMontage = 0x2680; // AnimMontage*
        inline uint64_t BeamPSC = 0x2688; // FXSystemComponent*
        inline uint64_t bTracerFXSupportsMultipleSimultaneousTracers = 0x2690; // bool : 0
        inline uint64_t bTracerFXSupportsMultipleSequentialTracers = 0x2690; // bool : 1
        inline uint64_t TracerBeamFX = 0x2698; // NiagaraComponent*
        inline uint64_t CrouchWalkSpeedThreshold = 0x26a0; // float
        inline uint64_t bEnableRecoilDelay = 0x26a4; // bool : 0
        inline uint64_t ReticleSpreadZeroingDistanceFromMuzzle = 0x26a8; // float
        inline uint64_t OnScopedThirdPersonTargetingChanged = 0x26c0; // MulticastInlineDelegateProperty
        inline uint64_t OnOverheatValueChanged = 0x2710; // MulticastInlineDelegateProperty
        inline uint64_t OverheatState = 0x2720; // EFortWeaponOverheatState
        inline uint64_t OverheatSyncData = 0x2724; // FOverheatSync
        inline uint64_t OverheatedAnimation = 0x2730; // AnimMontage*
        inline uint64_t WeaponOverheatedAnimation = 0x2738; // AnimMontage*
        inline uint64_t bCooldownWhileOverheated = 0x2740; // bool : 0
        inline uint64_t bShouldDisplayReticleOverheatIndicator = 0x2741; // bool : 0
        inline uint64_t OverheatValue = 0x2744; // float
        inline uint64_t TimeHeatWasLastAdded = 0x2764; // float
        inline uint64_t TimeOverheatedBegan = 0x2768; // float
        inline uint64_t OverheatValueWhenVentingBegan = 0x276c; // float
        inline uint64_t bIsManuallyVentingWeapon = 0x2770; // bool : 0
        inline uint64_t LWProjectile_DamageStart = 0x2788; // FVector
        inline uint64_t LWProjectile_DamageDirection = 0x27a0; // FVector
        inline uint64_t LWProjectile_ActivateRemovedTimestamp = 0x27b8; // float
        inline uint64_t bCacheAimPointOnFire = 0x27f5; // bool : 0
        inline uint64_t CachedAimPoint = 0x27f8; // FVector
        inline uint64_t CustomFiringSequenceLength = 0x2810; // int32
        inline uint64_t CustomFiringSequenceMinTimeBetween = 0x2814; // float
        inline uint64_t CachedLODSettingsManager = 0x2820; // TScriptInterface<FortAthenaAILODSettings>
        inline uint64_t bUseTargetingBasedLOD = 0x2838; // bool : 0
        inline uint64_t ScopeRailMaterialIndex = 0x283c; // int32
        inline uint64_t HideScopeRailMaterialParameterName = 0x2840; // FName
    }

    namespace FortGameStateBase {
        inline uint64_t FortTimeOfDayManager = 0x340; // TScriptInterface<FortTimeOfDayManagerInterface>
    }

    namespace FortGameStateZone {
        inline uint64_t PawnIDCount = 0x800; // int32
        inline uint64_t WaitingToLeaveZoneTimeLeft = 0x804; // int32
        inline uint64_t HostilityMeterPercent = 0x808; // float
        inline uint64_t IntensityPercent = 0x80c; // float
        inline uint64_t SpawnPointsCap = 0x810; // int32
        inline uint64_t SpawnPointsAllocated = 0x814; // int32
        inline uint64_t MaxTotalAI = 0x818; // int32
        inline uint64_t MaxEncounterAI = 0x81c; // int32
        inline uint64_t MaxEncounterSP = 0x820; // int32
        inline uint64_t ReplicatedMontageMap = 0x828; // FReplicatedMontageMap
        inline uint64_t AllSpawnGroupUpgradeModifierDefs = 0x840; // TArray<FortGameplayModifierItemDefinition*>
        inline uint64_t CompletionResult = 0x850; // EFortCompletionResult
        inline uint64_t ClientNetworkAnalyticsTimerPeriod = 0x898; // float
        inline uint64_t PlayerBuildingSkillLevel = 0x89c; // float
        inline uint64_t PlayerSharedMaxTrapAttributes = 0x8a0; // TArray<float>
        inline uint64_t GameplayMutatorObservers = 0x8b0; // TArray<Object*>
        inline uint64_t ExplicitGloballyBlockedAbilityTags = 0x930; // FGameplayTagContainer
        inline uint64_t bInvitesRestricted = 0x970; // bool : 0
        inline uint64_t bDBNODeathEnabled = 0x971; // bool : 0
        inline uint64_t ServerGameplayTagIndexHash = 0x974; // uint32
        inline uint64_t bDisconnectOnServerGameplayTagIndexHashMismatch = 0x978; // bool : 0
        inline uint64_t OnCompletionResultEvent = 0x9e0; // MulticastInlineDelegateProperty
        inline uint64_t OnServerZoneCompleteDelegate = 0x9f0; // MulticastInlineDelegateProperty
        inline uint64_t TotalPlayerStructures = 0xa04; // int32
        inline uint64_t MaxPlayerStructures = 0xa08; // int32
        inline uint64_t bGlobalCeaseFire = 0xa0c; // bool : 0
        inline uint64_t GlobalEnvironmentAbilityActor = 0xa28; // FortGlobalEnvironmentAbilityActor*
        inline uint64_t GlobalGameplayEventListeners = 0xa30; // TArray<FortAbilitySystemComponent*>
        inline uint64_t ActiveGameplayModifiers = 0xa40; // FActiveGameplayModifierArray
        inline uint64_t bSupportRuntimeShutdownOfGameplayModifiers = 0xab0; // bool : 0
        inline uint64_t StructuralSupportSystem = 0xab8; // BuildingStructuralSupportSystem*
        inline uint64_t ZoneDifficultyInfoRow = 0xac0; // FDataTableRowHandle
        inline uint64_t ZoneTheme = 0xad0; // FortZoneTheme*
        inline uint64_t MissionGeneratorClass = 0xad8; // TSoftClassPtr<FortMissionGenerator>
        inline uint64_t MissionRewards = 0xaf8; // TArray<FortItemQuantityPair>
        inline uint64_t DifficultyIncreaseRewards = 0xb08; // TArray<FortZoneDifficultyIncreaseRewardData>
        inline uint64_t MissionAlertData = 0xb18; // FortZoneMissionAlertData
        inline uint64_t ManagedObjectData = 0xb48; // FManagedValidationArray
        inline uint64_t ClientPreloadMissionClasses = 0xc40; // TArray<FSoftObjectPath>
        inline uint64_t ThreatVisualsManager = 0xc50; // FortThreatVisualsManager*
        inline uint64_t ThreatParticleActor = 0xc58; // FortThreatParticleActor*
        inline uint64_t bDrawRunVariationDebug = 0xc60; // bool : 0
        inline uint64_t PawnVariationList = 0xc68; // TArray<TWeakObjectPtr<FortAIPawn>>
        inline uint64_t VariationIndex = 0xc78; // int32
        inline uint64_t GameDifficulty = 0xc7c; // float
        inline uint64_t bIsGroupContent = 0xc84; // bool : 0
        inline uint64_t DifficultyIncreaseRewardTier = 0xc88; // int32
        inline uint64_t bAllowedToUpdateBackendDifficulty = 0xc8c; // bool : 0
        inline uint64_t bAllowedToOverrideBackendRewards = 0xc8c; // bool : 1
        inline uint64_t AllPlayerBuildableClasses = 0xca0; // TArray<Class*>
        inline uint64_t AllPlayerBuildableClassesIndexLookup = 0xcb0; // TMap<Class*, int32>
        inline uint64_t PlayerBuildableClasses = 0xcc0; // FPlayerBuildableClassContainer
        inline uint64_t OnUIMapManagerCreated = 0xd20; // MulticastInlineDelegateProperty
        inline uint64_t UIMapManager = 0xd48; // FortInGameMapManager*
        inline uint64_t OnScoreTotalsChanged = 0xd50; // MulticastInlineDelegateProperty
        inline uint64_t ScoringTableRowName = 0xd60; // FName
        inline uint64_t TotalCombatScore = 0xd64; // int32
        inline uint64_t TotalBuildingScore = 0xd68; // int32
        inline uint64_t TotalUtilityScore = 0xd6c; // int32
        inline uint64_t TheaterUniqueId = 0xd70; // FString
        inline uint64_t MissionLogDebugString = 0xd80; // FString
        inline uint64_t bAllowBuildingCostMods = 0xda8; // bool : 0
        inline uint64_t bFreeBuildingRepairs = 0xda8; // bool : 1
        inline uint64_t bAllowBuildingAtLayoutRequirements = 0xdac; // bool : 0
        inline uint64_t bAllowBuildingWithoutLayoutRequirements = 0xdad; // bool : 0
        inline uint64_t bAllowLayoutRequirementsFeature = 0xdae; // bool : 0
        inline uint64_t bAllowBuildingThroughBlockingObjects = 0xdb0; // bool : 0
        inline uint64_t bShouldPreCachePlayerBuildableClasses = 0xdb1; // bool : 0
        inline uint64_t NumSurvivorsSpawned = 0xdb4; // int32
        inline uint64_t NumSurvivorsDead = 0xdb8; // int32
        inline uint64_t NumSurvivorsRescued = 0xdbc; // int32
        inline uint64_t OnNumSurvivorsRescuedChangedDelegate = 0xdc0; // MulticastInlineDelegateProperty
        inline uint64_t ServerStability = 0xdd0; // EServerStability
        inline uint64_t GameplayVotesArray = 0xe50; // TArray<FVoteData>
        inline uint64_t CreativePortalManager = 0xe70; // FortCreativePortalManager*
        inline uint64_t CreativeRealEstatePlotManager = 0xe78; // FortCreativeRealEstatePlotManager*
        inline uint64_t bUseMaxBackpackSize = 0xe80; // bool : 0
        inline uint64_t bForceClientRoutingForPurchaseCatalogEntry = 0xe81; // bool : 0
        inline uint64_t AffiliationManager = 0xe88; // FortGameStateComponent_AffiliationManager*
        inline uint64_t SurfaceOverrideComponent = 0xe90; // FortGameStateComponent_SurfaceOverride*
        inline uint64_t ReplicatedServerTickRate = 0xe98; // EFortServerTickRate
        inline uint64_t ReplicatedPhysicsTickRate = 0xe99; // EFortPhysicsTickRate
    }

    namespace FortPickupsParent {
        inline uint64_t MIDs = 0x308; // TArray<MaterialInstanceDynamic*>
        inline uint64_t CurrentMaterials = 0x318; // TArray<MaterialInterface*>
        inline uint64_t CurrentParentMaterials = 0x328; // TArray<MaterialInterface*>
        inline uint64_t DefaultBaseMaterial = 0x338; // MaterialInterface*
        inline uint64_t LootGiftMaterialSkelMesh = 0x340; // MaterialInterface*
        inline uint64_t LootGiftMaterialStaticMesh = 0x348; // MaterialInterface*
        inline uint64_t bEnableReplaceRootComponent = 0x358; // bool : 0
        inline uint64_t bIsBluGloPickup = 0x359; // bool : 0
        inline uint64_t bIsSkeletalMeshComponent = 0x35a; // bool : 0
        inline uint64_t bHasUniqueMaterialIds = 0x35b; // bool : 0
        inline uint64_t bActivateRarityParticleSystems = 0x35c; // bool : 0
        inline uint64_t bRandomRotationMaintainPitch = 0x35d; // bool : 0
        inline uint64_t bIsLootGiftForOthers = 0x35e; // bool : 0
        inline uint64_t PickupForceFeedback = 0x360; // ForceFeedbackEffect*
        inline uint64_t NamesOfMaterialsThatShouldNotBeReparented = 0x368; // TArray<FName>
        inline uint64_t CurrentViewDistance = 0x378; // float
        inline uint64_t PickupRarityLevel = 0x37c; // int32
        inline uint64_t PickupRarityColor = 0x380; // FLinearColor
        inline uint64_t SweepBrightness = 0x390; // TArray<float>
        inline uint64_t SweepSpeed = 0x3a0; // TArray<float>
        inline uint64_t BackgroundParticleSystem = 0x3b0; // ParticleSystemComponent*
        inline uint64_t PickedUpTrailPS = 0x3b8; // ParticleSystem*
        inline uint64_t LifetimePickedUp = 0x3c0; // TArray<float>
        inline uint64_t SparkleSpawnRatePickedUp = 0x3d0; // TArray<float>
        inline uint64_t ComponentRadiusScaled = 0x3e0; // float
        inline uint64_t CullDistanceStW = 0x3e4; // float
        inline uint64_t CullDistanceAthena = 0x3e8; // float
        inline uint64_t CullDistanceBacchus = 0x3ec; // float
        inline uint64_t BackgroundParticleSystemComponentCullDistance = 0x3f0; // float
        inline uint64_t MeshPivotOffset = 0x3f8; // FVector
        inline uint64_t MeshRotationBias = 0x410; // FRotator
        inline uint64_t PickedUpFadeInTime = 0x428; // float
        inline uint64_t PickedUpHoldTime = 0x42c; // float
        inline uint64_t PickedUpFadeOutTime = 0x430; // float
        inline uint64_t PickedUpSweepSpeed = 0x434; // float
        inline uint64_t PickedUpDelayBeforeGlow = 0x438; // float
        inline uint64_t SkelMeshComponent = 0x440; // SkeletalMeshComponent*
        inline uint64_t StaticMeshComponent = 0x448; // StaticMeshComponent*
        inline uint64_t MeshPrimitiveComponent = 0x450; // PrimitiveComponent*
        inline uint64_t BackgroundParticleSystemComponent = 0x458; // ParticleSystemComponent*
    }

    namespace FortWeaponAnimSet {
        inline uint64_t DelayBetweenFireAndFullBodySprint = 0x28; // float
        inline uint64_t MaleAnimAsset = 0x30; // FortAnimInput_PlayerAnimAsset
        inline uint64_t FemaleAnimAsset = 0x180; // FortAnimInput_PlayerAnimAsset
    }

    namespace FortWeaponAttrSet {
        inline uint64_t WeaponChanceToNotConsumeAmmo = 0x48; // FortGameplayAttributeData
        inline uint64_t AccumulatedWeaponChanceToNotConsumeAmmo = 0x70; // FortGameplayAttributeData
        inline uint64_t WeaponRateOfFire = 0x98; // FortGameplayAttributeData
        inline uint64_t WeaponHorizontalRecoil = 0xc0; // FortGameplayAttributeData
        inline uint64_t WeaponVerticalRecoil = 0xe8; // FortGameplayAttributeData
        inline uint64_t WeaponSpreadReduction = 0x110; // FortGameplayAttributeData
        inline uint64_t WeaponReloadSpeed = 0x138; // FortGameplayAttributeData
        inline uint64_t WeaponAmmoClipSize = 0x160; // FortGameplayAttributeData
        inline uint64_t WeaponChargeRate = 0x188; // FortGameplayAttributeData
        inline uint64_t WeaponPerBulletRecoil = 0x1b0; // FortGameplayAttributeData
        inline uint64_t WeaponPerBulletHorizontalRecoil = 0x1d8; // FortGameplayAttributeData
        inline uint64_t WeaponPerBulletVerticalRecoil = 0x200; // FortGameplayAttributeData
        inline uint64_t WeaponRecoilStandingStillMultiplier = 0x228; // FortGameplayAttributeData
        inline uint64_t WeaponRecoilMovingMultiplier = 0x250; // FortGameplayAttributeData
        inline uint64_t WeaponChargeDownTime = 0x278; // FortGameplayAttributeData
        inline uint64_t WeaponMaxChargeTimeUntilDischarge = 0x2a0; // FortGameplayAttributeData
        inline uint64_t WeaponProjectileSpeed = 0x2c8; // FortGameplayAttributeData
        inline uint64_t WeaponProjectileGravityScale = 0x2f0; // FortGameplayAttributeData
        inline uint64_t WeaponRangePointBlank = 0x318; // FortGameplayAttributeData
        inline uint64_t WeaponRangeMid = 0x340; // FortGameplayAttributeData
        inline uint64_t WeaponRangeLong = 0x368; // FortGameplayAttributeData
        inline uint64_t WeaponSpreadDownsightsMultiplier = 0x390; // FortGameplayAttributeData
        inline uint64_t WeaponSpreadDownsightsMultiplierWhileJumping = 0x3b8; // FortGameplayAttributeData
        inline uint64_t WeaponRecoilDownsightsMultiplier = 0x3e0; // FortGameplayAttributeData
        inline uint64_t WeaponADSTransitionInTime = 0x408; // FortGameplayAttributeData
        inline uint64_t WeaponADSTransitionOutTime = 0x430; // FortGameplayAttributeData
        inline uint64_t WeaponCrouchingSpreadMultiplier = 0x458; // FortGameplayAttributeData
        inline uint64_t WeaponSlidingSpreadMultiplier = 0x480; // FortGameplayAttributeData
        inline uint64_t WeaponHeadshotMultiplier = 0x4a8; // FortGameplayAttributeData
        inline uint64_t WeaponCriticalHitChance = 0x4d0; // FortGameplayAttributeData
        inline uint64_t WeaponCriticalHitDamageMultiplier = 0x4f8; // FortGameplayAttributeData
        inline uint64_t WeaponReticleShrinkSize = 0x520; // FortGameplayAttributeData
        inline uint64_t WeaponRecoilRecovery = 0x548; // FortGameplayAttributeData
        inline uint64_t WeaponSpreadRecovery = 0x570; // FortGameplayAttributeData
        inline uint64_t WeaponEquipRate = 0x598; // FortGameplayAttributeData
        inline uint64_t WeaponOverheatMultiplier = 0x5c0; // FortGameplayAttributeData
        inline uint64_t WeaponOverheatMaxMultiplier = 0x5e8; // FortGameplayAttributeData
        inline uint64_t WeaponOverheatCoolingMultiplier = 0x610; // FortGameplayAttributeData
        inline uint64_t WeaponOverheatCooldownMultiplier = 0x638; // FortGameplayAttributeData
        inline uint64_t CharacterItemDurabilityDecayModifier = 0x660; // FortGameplayAttributeData
        inline uint64_t ConsumeConsumableSpeedMultiplier = 0x688; // FortGameplayAttributeData
    }

    namespace FortWeaponJetpack {
        inline uint64_t FlyingStatus = 0x19f8; // EBarnTowelFlyingStatus
        inline uint64_t NativeCurrentHeightAboveWorld = 0x19fc; // float
        inline uint64_t ForwardSpeed = 0x1a00; // float
        inline uint64_t ForAnimTimeLeftInInitialHover = 0x1a04; // float
        inline uint64_t ForAnimCurrentNoiseOffset = 0x1a08; // FVector
        inline uint64_t ForAnimMovementGoalDirection = 0x1a20; // FVector
        inline uint64_t ForAnimDodgeVelocity = 0x1a38; // FVector
        inline uint64_t ForAnimMovementInput = 0x1a50; // FVector2D
        inline uint64_t ForAnimGoalMoveOrientation = 0x1a60; // FRotator
        inline uint64_t bForAnimIsStartingFlying = 0x1a78; // bool : 0
        inline uint64_t bForAnimIsInInitialHover = 0x1a79; // bool : 0
        inline uint64_t bForAnimIsInInitialHoverWithBuffer = 0x1a7a; // bool : 0
        inline uint64_t FlyingMovementModeExtension = 0x1ae0; // Class*
        inline uint64_t TagToEnableHeightCheck = 0x1ae8; // FGameplayTag
        inline uint64_t HeightCheckInterval = 0x1af0; // FScalableFloat
        inline uint64_t HeightCheckTraceLength = 0x1b18; // FScalableFloat
    }

    namespace FortWeaponTooltip {
        inline uint64_t CachedWeapon = 0x48; // TWeakObjectPtr<FortWorldItem>
        inline uint64_t CachedAbilitySystemComponent = 0xb0; // TWeakObjectPtr<FortAbilitySystemComponent>
    }

    namespace FortAthenaAircraft {
        inline uint64_t MinimapIconColorTeammate = 0x2b0; // FLinearColor
        inline uint64_t MinimapIconColorEnemy = 0x2c0; // FLinearColor
        inline uint64_t OnDropZoneExited = 0x2e0; // MulticastInlineDelegateProperty
        inline uint64_t bCanOverrideSkin = 0x300; // bool : 0
        inline uint64_t bFlightExternalAuthoritative = 0x301; // bool : 0
        inline uint64_t NumSpawnSlots = 0x304; // int32
        inline uint64_t SpawnOffsetRadius = 0x308; // float
        inline uint64_t FlightInfo = 0x320; // FAircraftFlightInfo
        inline uint64_t FlightStartTime = 0x368; // float
        inline uint64_t FlightEndTime = 0x36c; // float
        inline uint64_t DropStartTime = 0x370; // float
        inline uint64_t DropEndTime = 0x374; // float
        inline uint64_t bWasSpawnedForAircraftPhase = 0x378; // bool : 0
        inline uint64_t bPreventDestroyOnFlightEnd = 0x379; // bool : 0
        inline uint64_t ReplicatedFlightTimestamp = 0x37c; // float
        inline uint64_t FlightElapsedTime = 0x380; // float
        inline uint64_t ClientFlightTimerDrift = 0x384; // float
        inline uint64_t MiniMapIconScale = 0x38c; // float
        inline uint64_t MiniMapIconBrush = 0x390; // FSlateBrush
        inline uint64_t MiniMapTeamIndicatorIconScale = 0x440; // float
        inline uint64_t MiniMapTeamIndicatorIconBrush = 0x450; // FSlateBrush
        inline uint64_t DefaultBusSkin = 0x500; // AthenaBattleBusItemDefinition*
        inline uint64_t SpawnedCosmeticActor = 0x508; // BattleBusCosmeticInstanceBase*
        inline uint64_t AsyncLoadingSkin = 0x510; // AthenaBattleBusItemDefinition*
        inline uint64_t AircraftIndex = 0x528; // int32
        inline uint64_t Indicator = 0x530; // FortMiniMapIndicator*
        inline uint64_t TeamIndicator = 0x538; // FortMiniMapIndicator*
    }

    namespace FortGameModeAthena {
        inline uint64_t OnMapInfoInitialized = 0xae0; // MulticastInlineDelegateProperty
        inline uint64_t bMapInfoInitialized = 0xaf0; // bool : 0
        inline uint64_t bAllGameplayModifiersRegistered = 0xb08; // bool : 0
        inline uint64_t MaxOpenInventoryLockFailRetries = 0xb09; // uint8
        inline uint64_t OpenInventoryRetryTime = 0xb0c; // float
        inline uint64_t InventoryHandleLoginTimeoutSeconds = 0xb10; // float
        inline uint64_t OnAIPawnKilled = 0xb30; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerAddedToAlivePlayers = 0xb40; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerRemovedFromAlivePlayers = 0xb50; // MulticastInlineDelegateProperty
        inline uint64_t bAlwaysDBNO = 0xb60; // bool : 0
        inline uint64_t KillStreakTime = 0xb68; // FScalableFloat
        inline uint64_t ActorsToClear = 0xb98; // TArray<BuildingActor*>
        inline uint64_t ClearAreaIgnoreActors = 0xba8; // TArray<Actor*>
        inline uint64_t bEnableSendingIndividualTournamentScoresOnLogout = 0xbb8; // bool : 0
        inline uint64_t bPreventDuplicateMatchesForTeamTournaments = 0xbd0; // bool : 0
        inline uint64_t ZeroTimeAliveMatchPayloadRefusalTimeSeconds = 0xbd4; // float
        inline uint64_t bNeverSpawnPickupsOnPawnDeath = 0xbd8; // bool : 0
        inline uint64_t bLoadTestCosmetics = 0xbd9; // bool : 0
        inline uint64_t bDisable3DVoiceChat = 0xbda; // bool : 1
        inline uint64_t TimeOfDayOverrideList = 0xbe0; // TArray<FTimeOfDayOverride>
        inline uint64_t bDisableGCOnServerDuringMatch = 0xbf0; // bool : 0
        inline uint64_t GCSettingsOverrideList = 0xbf8; // TArray<FGCSettingsOverride>
        inline uint64_t bPlaylistHotfixChangedGCDisabling = 0xc08; // bool : 0
        inline uint64_t PlaylistHotfixOriginalGCFrequency = 0xc0c; // float
        inline uint64_t bUseSkydiveLeader = 0xc10; // bool : 0
        inline uint64_t bUseSkydiveLeaderInSplitScreen = 0xc11; // bool : 0
        inline uint64_t bUseDropMaster = 0xc12; // bool : 0
        inline uint64_t OverloadedInitialConnectTimeout = 0xc14; // float
        inline uint64_t FailedToStartMatchTimeout = 0xc18; // float
        inline uint64_t OrphanedServerCheckTime = 0xc30; // float
        inline uint64_t bEnableRecentPlayersUpdates = 0xc40; // bool : 0
        inline uint64_t PlaylistSupportsStormCapSystem = 0xc48; // FScalableFloat
        inline uint64_t PlaylistEnableBots = 0xc70; // FScalableFloat
        inline uint64_t PlaylistEnableBotSpectate = 0xc98; // FScalableFloat
        inline uint64_t PlaylistEnableBotDynamicELO = 0xcc0; // FScalableFloat
        inline uint64_t bAlwaysIncludeDisconnectedTeammates = 0xd98; // bool : 0
        inline uint64_t bIncludeDisconnectedTeammatesFromAircraftPhase = 0xd99; // bool : 0
        inline uint64_t ForceKickAfterDeathMode = 0xdc8; // EForceKickAfterDeathMode
        inline uint64_t ForceKickAfterDeathTime = 0xdcc; // float
        inline uint64_t bRemoveFromSquadOnLogout = 0xdd0; // bool : 0
        inline uint64_t bIgnoreCanSpectateAfterDeathToken = 0xdd1; // bool : 0
        inline uint64_t CreativeModeGracefulShutdownTime = 0xdd4; // int32
        inline uint64_t HotfixKillVolumes = 0xdd8; // TArray<FHotfixVolumePlacement>
        inline uint64_t HotfixBlockingVolumes = 0xde8; // TArray<FHotfixVolumePlacement>
        inline uint64_t HotfixUndergroundVolumes = 0xdf8; // TArray<FHotfixVolumePlacement>
        inline uint64_t HotfixComponentTagVolumes = 0xe08; // TArray<FHotfixComponentTagVolumePlacement>
        inline uint64_t DisableMatchStatsReportingPlaylists = 0xe18; // TArray<FName>
        inline uint64_t DisableProgressionReportingPlaylists = 0xe28; // TArray<FName>
        inline uint64_t MaxPlayerCount = 0xe40; // int32
        inline uint64_t AlivePlayers = 0xe48; // TArray<FortPlayerControllerAthena*>
        inline uint64_t AliveBots = 0xe58; // TArray<FortAthenaAIBotController*>
        inline uint64_t TeamAlivePlayers = 0xe68; // TArray<int32>
        inline uint64_t WarmupRequiredPlayerCount = 0xe7c; // int32
        inline uint64_t EndGameKickPlayersDelay_NoIGMM = 0xe80; // float
        inline uint64_t EndGameKickPlayersDelay_IGMM = 0xe84; // float
        inline uint64_t EventStatSubmitAttempts = 0xe88; // int32
        inline uint64_t VoiceChatChannelPositional = 0xe90; // FString
        inline uint64_t bUseRandomTimeOfDay = 0xea0; // bool : 0
        inline uint64_t RandomTimeOfDayDistribution = 0xea8; // TArray<FTimeOfDayRandomEntry>
        inline uint64_t AISettings = 0xeb8; // AthenaAISettings*
        inline uint64_t LiveSpectators = 0xec0; // TArray<FortPlayerControllerSpectating*>
        inline uint64_t SpectateAFriendPlayerControllerClass = 0xed0; // Class*
        inline uint64_t LiveBroadcastPlayerControllerClass = 0xed8; // Class*
        inline uint64_t ZForParachuteDeployCheck = 0xee0; // FScalableFloat
        inline uint64_t ForceDeployParachuteZ = 0xf08; // FScalableFloat
        inline uint64_t PlatformOSSNamesToUploadStatsV2 = 0xf40; // TArray<FName>
        inline uint64_t LeaderboardStatsDefaultOssInputTypes = 0xf50; // TMap<FName, ECommonInputType>
        inline uint64_t BlacklistedMatchmakingBackfillPlaylists = 0xf68; // TArray<FName>
        inline uint64_t bEnableMatchmakingRatingUpdateV2 = 0xf78; // bool : 0
        inline uint64_t ScorePerMinuteAlive = 0xf7c; // float
        inline uint64_t ScoreMaxMinutesAliveCounted = 0xf80; // float
        inline uint64_t ScoreForGettingAtLeastOneKill = 0xf84; // float
        inline uint64_t ScorePerScaledTeamKill = 0xf88; // float
        inline uint64_t ScoreForFirstRevive = 0xf8c; // float
        inline uint64_t ScoreForSubsequentRevives = 0xf90; // float
        inline uint64_t MaxAdditionalRevivesToScore = 0xf94; // int32
        inline uint64_t ScorePlacementTables = 0xf98; // FScorePlacementTable
        inline uint64_t ScoreMultiplier = 0x1078; // float
        inline uint64_t MaxActiveAIActors = 0x107c; // int32
        inline uint64_t bLockMobilePlayersToTouchInSwitchPool = 0x1080; // bool : 0
        inline uint64_t bAllCosmeticsLoaded = 0x1081; // bool : 0
        inline uint64_t SkyDiveContrailCosmetics = 0x1088; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t SkyDiveContrailLoadTestIndex = 0x1098; // int32
        inline uint64_t GliderCosmetics = 0x10a0; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t GliderLoadTestIndex = 0x10b0; // int32
        inline uint64_t PickaxeCosmetics = 0x10b8; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t PickaxeLoadTestIndex = 0x10c8; // int32
        inline uint64_t CharacterCosmetics = 0x10d0; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t CharacterLoadTestIndex = 0x10e0; // int32
        inline uint64_t BackpackCosmetics = 0x10e8; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t BackpackLoadTestIndex = 0x10f8; // int32
        inline uint64_t DanceCosmetics = 0x1100; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t DanceLoadTestIndex = 0x1110; // int32
        inline uint64_t MapMarkerCosmetics = 0x1118; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t MapMarkerLoadTestIndex = 0x1128; // int32
        inline uint64_t LoadingScreenCosmetics = 0x1130; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t SpawningPolicyManager = 0x1140; // FortAthenaSpawningPolicyManager*
        inline uint64_t AthenaVehicleOverrides = 0x1148; // TArray<FAthenaVehicleOverride>
        inline uint64_t ItemWrapCosmetics = 0x1158; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t MusicPacks = 0x1168; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t CharmCosmetics = 0x1178; // TArray<AthenaCosmeticItemDefinition*>
        inline uint64_t TimeOfDayManagerGameplayOverride = 0x1188; // Class*
        inline uint64_t MutatorListComponent = 0x1198; // FortMutatorListComponent*
        inline uint64_t CoreGameModeModifiers = 0x11a0; // TArray<FortGameplayModifierItemDefinition*>
        inline uint64_t SupportedAthenaLootTierGroups = 0x11f0; // TArray<FName>
        inline uint64_t RedirectAthenaLootTierGroups = 0x1200; // TMap<FName, FName>
        inline uint64_t bIsSpawningNewLootSync = 0x1228; // bool : 0
        inline uint64_t LootTierDataCache = 0x1230; // TArray<DataTable*>
        inline uint64_t LootPackagesCache = 0x1240; // TArray<DataTable*>
        inline uint64_t bEnableCompetitiveDDoSDetectionMatchInvalidation = 0x1250; // bool : 0
        inline uint64_t DDoSDetectionMatchInvalidationSeverity = 0x1258; // FString
        inline uint64_t DDoSDetectionMatchInvalidationCount = 0x1268; // int32
        inline uint64_t DDoSDetectionMatchInvalidationEvalDurationSeconds = 0x126c; // float
        inline uint64_t ReticulatedSplineDefinitions = 0x1290; // TArray<FString>
        inline uint64_t bReticulateSplineKeysOnStart = 0x12a0; // bool : 0
        inline uint64_t ReticulatedSplineIds = 0x12a8; // TArray<FAthenaStreamIdOverride>
        inline uint64_t GameFeatureLootTierData = 0x12b8; // TArray<TSoftObjectPtr<DataTable>>
        inline uint64_t GameFeatureLootPackageData = 0x12c8; // TArray<TSoftObjectPtr<DataTable>>
        inline uint64_t GameFeaturesStreamingRangedWeaponData = 0x12d8; // TArray<TWeakObjectPtr<FortGameFeatureData>>
        inline uint64_t OnPlaylistLootTablesAppliedDelegate = 0x12f8; // MulticastInlineDelegateProperty
        inline uint64_t AIGoalManagerBR = 0x1320; // TSoftClassPtr<FortAIGoalManager>
        inline uint64_t AIDirectorBR = 0x1340; // TSoftClassPtr<GameplayMutatorObserverInterface>
    }

    namespace FortGameModePickup {
        inline uint64_t InteractionTime = 0x760; // FScalableFloat
        inline uint64_t bAllowFillContextInfoBPOverride = 0x788; // bool : 0
    }

    namespace FortPawnDiedParams {
        inline uint64_t KilledPawn = 0x28; // FortPawn*
        inline uint64_t KilledController = 0x30; // Controller*
        inline uint64_t KilledBy = 0x38; // Controller*
        inline uint64_t Tags = 0x40; // FGameplayTagContainer
    }

    namespace FortPickupCreative {
        inline uint64_t CostComponent = 0x768; // FortCreativeCostComponent*
        inline uint64_t bPickupOnTouch = 0x770; // bool : 0
        inline uint64_t CachedPickupInstigatorHandle = 0x774; // int32
        inline uint64_t CachedInstigatorData = 0x778; // FPickupInstigatorData
        inline uint64_t bUseOverrideDespawnTime = 0x790; // bool : 0
        inline uint64_t OverrideDespawnTime = 0x794; // float
        inline uint64_t OnAccentColorParamChanged = 0x798; // MulticastInlineDelegateProperty
    }

    namespace FortPlayerStatePvE {
        inline uint64_t CampaignBackpackRating = 0xea0; // float
        inline uint64_t CampaignCommanderLoadoutRating = 0xea4; // float
    }

    namespace FortProjectileBase {
        inline uint64_t VerticleFireOffset = 0x698; // FCurveTableRowHandle
        inline uint64_t InitialSpeed = 0x6a8; // FCurveTableRowHandle
        inline uint64_t ChargeUpInitialSpeed = 0x6b8; // FCurveTableRowHandle
        inline uint64_t MaxSpeed = 0x6c8; // FCurveTableRowHandle
        inline uint64_t InitialGravityScaleOverride = 0x6d8; // FCurveTableRowHandle
        inline uint64_t ReplicatedMaxSpeed = 0x6e8; // float
        inline uint64_t GravityScale = 0x6ec; // float
        inline uint64_t OriginalTarget = 0x6f0; // TWeakObjectPtr<Actor>
        inline uint64_t ChargePercent = 0x6f8; // float
        inline uint64_t MomentumTransfer = 0x6fc; // float
        inline uint64_t bAddOwnerVelocity = 0x700; // bool : 0
        inline uint64_t MaxInitialSpeedForOwnerVelocity = 0x708; // FScalableFloat
        inline uint64_t MaxDeltaVelocityAngleToOwnerVelocity = 0x730; // FScalableFloat
        inline uint64_t bSpawnPointCanBeUsedByOtherPlayers = 0x758; // bool : 0
        inline uint64_t PlayerSpawnOffset = 0x75c; // float
        inline uint64_t bRegisterInPerceptionSystem = 0x760; // bool : 0
        inline uint64_t StaticMeshPropToRemoveOnPawn = 0x768; // StaticMesh*
        inline uint64_t bCanBePickedUpWhenStopped = 0x770; // bool : 0
        inline uint64_t CapsuleComponent = 0x778; // CapsuleComponent*
        inline uint64_t ProjectileMovementComponent = 0x780; // FortProjectileMovementComponent*
        inline uint64_t WaterInteractionComponent = 0x788; // FortWaterInteractionComponent*
        inline uint64_t BulletWhipTrackerComponent = 0x790; // BulletWhipTrackerComponentBase*
        inline uint64_t bDummyProjectile = 0x798; // bool : 0
        inline uint64_t bStopSimulatingOnHit = 0x799; // bool : 0
        inline uint64_t TouchWaterBehavior = 0x79a; // EProjectileWaterHitBehavior
        inline uint64_t bPassThroughFriendlyPawns = 0x79b; // bool : 0
        inline uint64_t bApplyNewtonCharacterImpulse = 0x79c; // bool : 0
        inline uint64_t bDisableCollisionOnStop = 0x79d; // bool : 0
        inline uint64_t bStoppedSimulatingDueToHit = 0x79e; // bool : 0
        inline uint64_t bReplicateStopSimulationLocation = 0x79f; // bool : 0
        inline uint64_t bReplicateStopSimulationLocationOptimized = 0x7a0; // bool : 0
        inline uint64_t bClientInterpMovement = 0x7a1; // bool : 0
        inline uint64_t bClientInterpRotation = 0x7a2; // bool : 0
        inline uint64_t bUseClientsidePrediction = 0x7a3; // bool : 0
        inline uint64_t bIsPredictedProjectile = 0x7a4; // bool : 0
        inline uint64_t bHasLocalPredictedCounterpart = 0x7a5; // bool : 0
        inline uint64_t PredictionKey = 0x7a8; // FortProjectilePredictionKey
        inline uint64_t bAutoSelectAttachedForInterp = 0x7b0; // bool : 0
        inline uint64_t bFiredWhileTargeting = 0x7b8; // bool : 0
        inline uint64_t ResumeSimulationCount = 0x7bc; // int32
        inline uint64_t SyncID = 0x7c4; // uint16
        inline uint64_t SimulationStoppingHit = 0x7c8; // FHitResult
        inline uint64_t WeaponResponseType = 0x8d0; // EFortBaseWeaponDamage
        inline uint64_t DefaultTags = 0x908; // FGameplayTagContainer
        inline uint64_t ProjectileGameplayCues = 0x928; // FortProjectileCues
        inline uint64_t CachedPassByPawn = 0x968; // SceneComponent*
        inline uint64_t SkyTubeForceMultiplier = 0x988; // float
        inline uint64_t CurrentSkyTube = 0x990; // FortSkyTube*
        inline uint64_t CachedImpactResult = 0x998; // FHitResult
        inline uint64_t BulletWhipTrackerComponentClass = 0xa90; // Class*
        inline uint64_t bResetOverlapRestrictionsOnBounce = 0xa99; // bool : 0
        inline uint64_t MaxLifespanOnStop = 0xa9c; // float
        inline uint64_t LifespanOnHitDoNotExplode = 0xaa0; // float
        inline uint64_t bStopSimulationAtDistanceFromInitialLocation = 0xaa4; // bool : 0
        inline uint64_t bClampLocationAtMaxSimulationDistance = 0xaa4; // bool : 1
        inline uint64_t bAutoKillWhenExceedingMaxSimulationDistance = 0xaa4; // bool : 2
        inline uint64_t MaxSimulationDistanceSquaredOverride = 0xaa8; // float
        inline uint64_t ProjectileThrownStatCategoryNames = 0xac8; // TArray<FName>
    }

    namespace FortGameModeOutpost {
        inline uint64_t OwnedZoneComponent = 0xb80; // FortGameModeComponent_OwnedZone*
        inline uint64_t OwnerItemRefundCache = 0xb88; // TArray<FortItemEntry>
        inline uint64_t CurrentCoreInfo = 0xb98; // FortOutpostCoreInfo
        inline uint64_t bSavePlayerBuiltStructuresAtAllTimes = 0xbc0; // bool : 0
        inline uint64_t MinTotalContinuousOneHitResourcesDistributedForForcedSave = 0xbc4; // int32
        inline uint64_t MaxContinuousOneHitResourcesDistributedBeforeForcedSave = 0xbc8; // int32
        inline uint64_t bEnableLargeScaleDisassemblyForcedSaves = 0xbd8; // bool : 0
        inline uint64_t bEnableUnsupportedStructureDisassembly = 0xbdc; // bool : 0
        inline uint64_t bCheckNavMeshAvailability = 0xbdf; // bool : 0
    }

    namespace FortGameStateAthena {
        inline uint64_t PostGameUIInfo = 0x10b0; // FortPlaylistUIInfo*
        inline uint64_t bInSpawningStartup = 0x10b8; // bool : 0
        inline uint64_t bCanBuildOnWaterGlobal = 0x10e0; // bool : 0
        inline uint64_t bBlockBuildOnWaterGlobal = 0x10e1; // bool : 0
        inline uint64_t OnNewContentUpdateMessageRecieved = 0x1118; // MulticastInlineDelegateProperty
        inline uint64_t OnNewScreenLogMessageReceived = 0x1128; // MulticastInlineDelegateProperty
        inline uint64_t bIsGrassFireBoundsUpdateEnabled = 0x1138; // bool : 0
        inline uint64_t bCanSpawnLoot = 0x1139; // bool : 0
        inline uint64_t InfiniteBuildingResources = 0x1140; // FScalableFloat
        inline uint64_t InfiniteGold = 0x1168; // FScalableFloat
        inline uint64_t InfiniteWorldResources = 0x1190; // FScalableFloat
        inline uint64_t AthenaGameDataTable = 0x11e0; // CurveTable*
        inline uint64_t AthenaGameDataResetRows = 0x11e8; // TArray<FName>
        inline uint64_t ResetAthenaGameDataTable = 0x11f8; // CurveTable*
        inline uint64_t bIsUsingDownloadOnDemand = 0x1200; // bool : 0
        inline uint64_t bWantsHoldoverPluginOnClient = 0x1201; // bool : 0
        inline uint64_t bDisconnectOnContentBeaconError = 0x1202; // bool : 0
        inline uint64_t OnCurrentPlaylistLoaded = 0x1240; // MulticastInlineDelegateProperty
        inline uint64_t bPlaylistDataIsLoaded = 0x12b0; // bool : 0
        inline uint64_t bPlaylistDataIsActivelyLoading = 0x12b2; // bool : 0
        inline uint64_t FullScreenMapBlockers = 0x12e8; // TSet<EnumProperty>
        inline uint64_t AllWinnersAnnounced = 0x12f8; // MulticastInlineDelegateProperty
        inline uint64_t WinnerInfoDisplayReadyCN = 0x1320; // MulticastInlineDelegateProperty
        inline uint64_t CountdownTick = 0x1330; // MulticastInlineDelegateProperty
        inline uint64_t CountdownStarted = 0x1340; // MulticastInlineDelegateProperty
        inline uint64_t CountdownFinished = 0x1350; // MulticastInlineDelegateProperty
        inline uint64_t CountdownStopped = 0x1360; // MulticastInlineDelegateProperty
        inline uint64_t FinalCountdownTick = 0x1370; // MulticastInlineDelegateProperty
        inline uint64_t FinalCountdownStarted = 0x1380; // MulticastInlineDelegateProperty
        inline uint64_t FinalCountdownFinished = 0x1390; // MulticastInlineDelegateProperty
        inline uint64_t CurrentHighScoreUpdated = 0x13a0; // MulticastInlineDelegateProperty
        inline uint64_t OnGoalScoreChanged = 0x13b0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupSpawnedAndReady = 0x13c0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupDestroy = 0x13d0; // MulticastInlineDelegateProperty
        inline uint64_t GameModeMessageRequest = 0x13e0; // MulticastInlineDelegateProperty
        inline uint64_t ContextTutorialGameModeMessageRequest = 0x13f0; // MulticastInlineDelegateProperty
        inline uint64_t HideGameModeMessageRequest = 0x1400; // MulticastInlineDelegateProperty
        inline uint64_t GameModeMessageSuccess = 0x1410; // MulticastInlineDelegateProperty
        inline uint64_t ShowGameModeMessage = 0x1420; // MulticastInlineDelegateProperty
        inline uint64_t HideGameModeMessage = 0x1430; // MulticastInlineDelegateProperty
        inline uint64_t ShowMarkerGameMode = 0x1440; // MulticastInlineDelegateProperty
        inline uint64_t HideMarkerGameMode = 0x1450; // MulticastInlineDelegateProperty
        inline uint64_t RepositionGameModeMessage = 0x1460; // MulticastInlineDelegateProperty
        inline uint64_t SetDefaultPositionGameModeMessage = 0x1470; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerLeftCreativeIsland = 0x1480; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerJoinedCreativeIsland = 0x1490; // MulticastInlineDelegateProperty
        inline uint64_t MutatorGenericIntegerUpdated = 0x14a0; // MulticastInlineDelegateProperty
        inline uint64_t MutatorGameplayEvent = 0x14b0; // MulticastInlineDelegateProperty
        inline uint64_t bForceTeamScorePlacementOnDeath = 0x1540; // bool : 0
        inline uint64_t bSkyTubesShuttingDown = 0x1541; // bool : 0
        inline uint64_t bSkyTubesDisabled = 0x1542; // bool : 0
        inline uint64_t ServerChangelistNumber = 0x154c; // int32
        inline uint64_t ServerType = 0x1550; // FString
        inline uint64_t SpecialActorData = 0x1560; // FortSpecialActorReplicationInfo*
        inline uint64_t ReplOverrideData = 0x1568; // FortPropertyOverrideReplShared*
        inline uint64_t BuildingActorClasses = 0x1578; // TArray<Class*>
        inline uint64_t WinnerAnnounced = 0x1588; // MulticastInlineDelegateProperty
        inline uint64_t WinningTeamAnnounced = 0x1598; // MulticastInlineDelegateProperty
        inline uint64_t WinningScoreDetermined = 0x15a8; // MulticastInlineDelegateProperty
        inline uint64_t ActiveTeamArrayBuiltEvent = 0x15b8; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayersLeftChanged = 0x15c8; // MulticastInlineDelegateProperty
        inline uint64_t OnTeamsLeftChanged = 0x15f8; // MulticastInlineDelegateProperty
        inline uint64_t OnWinConditionMetCN = 0x1608; // MulticastInlineDelegateProperty
        inline uint64_t UpdateNamedPoiColorDelegate = 0x1618; // MulticastInlineDelegateProperty
        inline uint64_t bSkipWinnerAnnounced = 0x1628; // bool : 0
        inline uint64_t bStopBuildingHealingOnDamage = 0x1629; // bool : 0
        inline uint64_t EndGameStartTime = 0x162c; // float
        inline uint64_t EndGameKickPlayerTime = 0x1630; // float
        inline uint64_t TotalPlayers = 0x1634; // int32
        inline uint64_t PlayersLeft = 0x1638; // int32
        inline uint64_t PlayersLoaded = 0x163c; // int32
        inline uint64_t ClientVehicleClassesToLoad = 0x1640; // TArray<Class*>
        inline uint64_t ClientItemDefsToLoad = 0x1650; // TArray<ItemDefinitionBase*>
        inline uint64_t PredictedProjectiles = 0x1660; // TArray<FortProjectileBase*>
        inline uint64_t RemainingFocalPointActorDuration = 0x1670; // float
        inline uint64_t FocalPointActor = 0x1678; // Actor*
        inline uint64_t FocalPointRotationInterpSpeed = 0x1680; // float
        inline uint64_t FocalPointOffset = 0x1688; // FVector_NetQuantize
        inline uint64_t FocalPointFOV = 0x16a0; // float
        inline uint64_t bCheatRespawnEnabled = 0x16f4; // bool : 0
        inline uint64_t TeamXPlayersLeft = 0x16f8; // TArray<int32>
        inline uint64_t WinningPlayerList = 0x1708; // TArray<FortWinnerPlayerData>
        inline uint64_t TeamsLeft = 0x1718; // int32
        inline uint64_t ServerToClientPreloadList = 0x1720; // TArray<Object*>
        inline uint64_t DefaultBattleBus = 0x1730; // AthenaBattleBusItemDefinition*
        inline uint64_t TeamFlightPaths = 0x1738; // TArray<FAircraftFlightInfo>
        inline uint64_t FlightPathMidLine = 0x1748; // FAircraftFlightInfo
        inline uint64_t DropZoneCenter = 0x1790; // FVector2D
        inline uint64_t FlightPathSelectionCenter = 0x17a0; // FVector2D
        inline uint64_t UtcTimeStartedMatch = 0x17b0; // FDateTime
        inline uint64_t bIsLargeTeamGame = 0x17b8; // bool : 0
        inline uint64_t WinningPlayerState = 0x17c0; // PlayerState*
        inline uint64_t WinningTeam = 0x17d8; // int32
        inline uint64_t WinningScore = 0x17dc; // int32
        inline uint64_t CurrentHighScore = 0x17e0; // int32
        inline uint64_t CurrentHighScoreTeam = 0x17e4; // int32
        inline uint64_t SupplyDropWaveStartedSoundCue = 0x17e8; // SoundCue*
        inline uint64_t bApplyHomebaseEffectsOnPlayerSetup = 0x1810; // bool : 0
        inline uint64_t KillFeedEntry = 0x1818; // TArray<FText>
        inline uint64_t KillFeedUpdated = 0x1838; // MulticastInlineDelegateProperty
        inline uint64_t SpectatorArray = 0x1850; // TArray<FortPlayerState*>
        inline uint64_t PartyMemberSpectatorArray = 0x1860; // TArray<FortPlayerState*>
        inline uint64_t bStormReachedFinalPosition = 0x1871; // bool : 0
        inline uint64_t FriendlyFireType = 0x1872; // EFriendlyFireType
        inline uint64_t SpectateAPartyMemberAvailable = 0x1890; // bool : 0
        inline uint64_t GameMemberInfoArray = 0x1928; // FGameMemberInfoArray
        inline uint64_t ActiveTeamNums = 0x1a18; // TArray<uint8>
        inline uint64_t CurrentPlaylistId = 0x1a28; // int32
        inline uint64_t MinimapBackgroundMID = 0x1a30; // MaterialInstanceDynamic*
        inline uint64_t MinimapCircleMID = 0x1a38; // MaterialInstanceDynamic*
        inline uint64_t MinimapNextCircleMID = 0x1a40; // MaterialInstanceDynamic*
        inline uint64_t FullMapCircleMID = 0x1a48; // MaterialInstanceDynamic*
        inline uint64_t FullMapNextCircleMID = 0x1a50; // MaterialInstanceDynamic*
        inline uint64_t MinimapSafeZoneBrush = 0x1a60; // FSlateBrush
        inline uint64_t MinimapCircleBrush = 0x1b10; // FSlateBrush
        inline uint64_t MinimapNextCircleBrush = 0x1bc0; // FSlateBrush
        inline uint64_t FullMapCircleBrush = 0x1c70; // FSlateBrush
        inline uint64_t FullMapNextCircleBrush = 0x1d20; // FSlateBrush
        inline uint64_t MinimapSafeZoneFinalPosBrush = 0x1dd0; // FSlateBrush
        inline uint64_t AircraftPathBrush = 0x1e80; // FSlateBrush
        inline uint64_t AircraftMidlinePathBrush = 0x1f30; // FSlateBrush
        inline uint64_t AircraftPathTeamIndicatorBrush = 0x1fe0; // FSlateBrush
        inline uint64_t MiniMapBackgroundDrawingMaterialOverride = 0x2090; // MaterialInterface*
        inline uint64_t MiniMapRadiusTrackerCircleOffscreenDrawingIcon = 0x2098; // Texture2D*
        inline uint64_t MiniMapRadiusTrackerCircleOffscreenBackgroundDrawingIcon = 0x20a0; // Texture2D*
        inline uint64_t MiniMapBackgroundDrawingMaterial = 0x20a8; // MaterialInterface*
        inline uint64_t MiniMapCircleDrawingMaterial = 0x20b0; // MaterialInterface*
        inline uint64_t MiniMapNextCircleDrawingMaterial = 0x20b8; // MaterialInterface*
        inline uint64_t MiniMapRadiusTrackerCircleDrawingMaterial = 0x20c0; // MaterialInterface*
        inline uint64_t RadiusTrackerCircleCenterAndRadiusParameterName = 0x20c8; // FName
        inline uint64_t RadiusTrackerCircleColorParameterName = 0x20cc; // FName
        inline uint64_t bDrawSafeZone = 0x20d0; // bool : 0
        inline uint64_t DynamicShadows = 0x20d8; // TArray<FDynamicLandData>
        inline uint64_t DynamicLands = 0x20e8; // TArray<FDynamicLandData>
        inline uint64_t MapInfo = 0x20f8; // FortAthenaMapInfo*
        inline uint64_t MinimapMPC = 0x2100; // MaterialParameterCollection*
        inline uint64_t BroadcastSpectatorInfo = 0x2108; // FortBroadcastSpectatorInfo*
        inline uint64_t SplatterGridSystem = 0x2110; // SplatterGridSystem*
        inline uint64_t CustomizationsPreloader = 0x2168; // FortCustomizationsPreloader*
        inline uint64_t AICharacterPartsPreloadData = 0x2170; // TArray<FAICharacterPartsPreloadData>
        inline uint64_t AIAnimationSpawnerDataProxyTables = 0x2180; // TArray<TSoftObjectPtr<ProxyTable>>
        inline uint64_t AIPawnCustomizationPreloadData = 0x2190; // TArray<FAIPawnCustomizationPreloadData>
        inline uint64_t ReasonWereInSetupPhase = 0x21d0; // FString
        inline uint64_t CustomKeyMatchOwner = 0x21e0; // FString
        inline uint64_t CustomMatchKey = 0x21f0; // FString
        inline uint64_t EventTournamentRound = 0x2200; // EEventTournamentRound
        inline uint64_t bIsCustomMatch = 0x2201; // bool : 0
        inline uint64_t bIsTournamentMatch = 0x2202; // bool : 0
        inline uint64_t TournamentMatchPointState = 0x2203; // EFortTournamentMatchPointState
        inline uint64_t TournamentInputFilter = 0x2204; // EFortInputFilterLevel
        inline uint64_t CurrentPlaylistInfo = 0x2208; // FPlaylistPropertyArray
        inline uint64_t LobbySoundMix = 0x22d8; // SoundMix*
        inline uint64_t TotalPlayersBots = 0x22e0; // int32
        inline uint64_t PlayerBotsLeft = 0x22e4; // int32
        inline uint64_t LobbyAction = 0x22f8; // int32
        inline uint64_t MutatorEventData = 0x22fc; // FGameplayMutatorEventData
        inline uint64_t MutatorObjectDataArray = 0x2310; // FGameplayMutatorObjectDataArray
        inline uint64_t MutatorGenericInt_0 = 0x2368; // int32
        inline uint64_t MutatorGenericInt_1 = 0x236c; // int32
        inline uint64_t MutatorGenericInt_2 = 0x2370; // int32
        inline uint64_t GameplayMutator_AI = 0x2378; // FortAthenaMutator_AI*
        inline uint64_t MutatorListComponent = 0x2380; // FortMutatorListComponent*
        inline uint64_t DefaultGliderRedeployCanRedeploy = 0x2388; // float
        inline uint64_t DefaultRedeployGliderLateralVelocityMult = 0x238c; // float
        inline uint64_t DefaultRedeployGliderHeightLimit = 0x2390; // float
        inline uint64_t DefaultParachuteDeployTraceForGroundDistance = 0x2394; // float
        inline uint64_t DefaultAllowNeutralWallEditing = 0x2398; // float
        inline uint64_t SignalInStormRegenSpeed = 0x239c; // float
        inline uint64_t SignalInStormLostSpeed = 0x23a0; // float
        inline uint64_t StormCNDamageVulnerabilityLevel0 = 0x23a4; // float
        inline uint64_t StormCNDamageVulnerabilityLevel1 = 0x23a8; // float
        inline uint64_t StormCNDamageVulnerabilityLevel2 = 0x23ac; // float
        inline uint64_t StormCNDamageVulnerabilityLevel3 = 0x23b0; // float
        inline uint64_t MeshNetworkStatus = 0x23b4; // FMeshNetworkStatus
        inline uint64_t OnClientVolumeManagerReplicated = 0x23b8; // MulticastInlineDelegateProperty
        inline uint64_t VolumeManagerToUse = 0x23c8; // Class*
        inline uint64_t PartyRiftPortalManagerToUse = 0x23d0; // Class*
        inline uint64_t BattleRoyaleGamePhaseLogicClass = 0x23d8; // Class*
        inline uint64_t bUseUEFNProjects = 0x23e0; // bool : 0
        inline uint64_t VolumeManager = 0x23f8; // FortVolumeManager*
        inline uint64_t PartyRiftPortalManager = 0x2400; // FortPartyRiftPortalManager*
        inline uint64_t LocalizationService = 0x2408; // FortLocalizationService*
        inline uint64_t SanitizationService = 0x2410; // FortSanitizationService*
        inline uint64_t HermesLoadContext = 0x2418; // FortHermesLoadContext*
        inline uint64_t ResurrectionEnabledRow = 0x2420; // FScalableFloat
        inline uint64_t SpawnMachineIconBrush = 0x2450; // FSlateBrush
        inline uint64_t SpawnCardIconBrush = 0x2500; // FSlateBrush
        inline uint64_t SpawnMachineMapLegendTag = 0x25b0; // FGameplayTag
        inline uint64_t SpawnCardMapLegendTag = 0x25b4; // FGameplayTag
        inline uint64_t TeammateIconBrush = 0x25c0; // FSlateBrush
        inline uint64_t EliminationSelfIconBrush = 0x2690; // FSlateBrush
        inline uint64_t EliminationSelfClampedIconBrush = 0x2740; // FSlateBrush
        inline uint64_t EliminationSquadmateIconBrush = 0x27f0; // FSlateBrush
        inline uint64_t EliminationSquadmateClampedIconBrush = 0x28a0; // FSlateBrush
        inline uint64_t EliminationTeammateIconBrush = 0x2950; // FSlateBrush
        inline uint64_t EliminationTeammateClampedIconBrush = 0x2a00; // FSlateBrush
        inline uint64_t EliminationEnemyIconBrush = 0x2ab0; // FSlateBrush
        inline uint64_t EliminationEnemyClampedIconBrush = 0x2b60; // FSlateBrush
        inline uint64_t EliminationFadeInCurve = 0x2c10; // TSoftObjectPtr<CurveFloat>
        inline uint64_t EliminationFadeOutCurve = 0x2c30; // TSoftObjectPtr<CurveFloat>
        inline uint64_t EliminationScaleInCurve = 0x2c50; // TSoftObjectPtr<CurveVector>
        inline uint64_t EliminationScaleOutCurve = 0x2c70; // TSoftObjectPtr<CurveVector>
        inline uint64_t EliminationMarkerHUDMaxDistance = 0x2c90; // float
        inline uint64_t EliminationMarkerHUDZOffset = 0x2c94; // float
        inline uint64_t GoldenPoiLocationTags = 0x2cb8; // FGameplayTagContainer
        inline uint64_t UnicornDriver = 0x2d38; // UnicornDriver*
        inline uint64_t ActiveEventNamesAtPlaylistLoad = 0x2d40; // TArray<FString>
        inline uint64_t NewItemDuringWarmupWeightAddMod = 0x2d50; // FScalableFloat
        inline uint64_t SmoothedWorldTimeSeconds = 0x2d78; // float
        inline uint64_t SmoothedWorldTimeSecondsDrift = 0x2d7c; // float
        inline uint64_t RolledLootGroupTags = 0x2d80; // FGameplayTagContainer
        inline uint64_t bEnvironmentDamageBlocked = 0x2da0; // bool : 0
        inline uint64_t ReticulatedSplineDefinitions = 0x2da8; // TArray<FString>
        inline uint64_t ReticulatedSplineIds = 0x2db8; // TArray<FAthenaStreamIdOverride>
        inline uint64_t StormShields = 0x2dc8; // TArray<FortMissionStormShield*>
        inline uint64_t bDamageComboHUDEnabled = 0x2de0; // bool : 0
        inline uint64_t DamageComboHUDMinHits = 0x2de4; // int32
        inline uint64_t bEnableMatchesProxy = 0x2de8; // bool : 0
        inline uint64_t MatchesProxyMatchId = 0x2df0; // FString
        inline uint64_t EndGameTimeDilationCompleteDelegate = 0x2e00; // MulticastInlineDelegateProperty
        inline uint64_t DelayMovementInput = 0x2e10; // FScalableFloat
        inline uint64_t DelayMovementInputReplicated = 0x2e38; // float
        inline uint64_t bCraftingEnabled = 0x2e3c; // bool : 0
        inline uint64_t BusDriverMessages = 0x2e58; // TMap<FText, FProperty>
    }

    namespace FortPlayerStateZone {
        inline uint64_t OnCurrentPawnChanged = 0xa90; // MulticastInlineDelegateProperty
        inline uint64_t SpectatingTarget = 0xab8; // TWeakObjectPtr<FortPlayerStateZone>
        inline uint64_t Spectators = 0xac0; // FortSpectatorZoneArray
        inline uint64_t OnSpectatorsAddedEvent = 0xb20; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatingPlayerAddedEvent = 0xb30; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatingPlayerRemovedEvent = 0xb40; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatorsRemovedEvent = 0xb50; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatorCountChangedEvent = 0xb60; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatingTargetChangedEvent = 0xb70; // MulticastInlineDelegateProperty
        inline uint64_t OnBeginSpectatingEvent = 0xb80; // MulticastInlineDelegateProperty
        inline uint64_t KickedFromSessionReason = 0xbb0; // EFortKickReason
        inline uint64_t RS_Zone_Old = 0xbb4; // FReplicatedStatValues
        inline uint64_t OtherPlayersSpectatingCurrentTarget = 0xcd0; // TArray<FortPlayerStateZone*>
        inline uint64_t CarriedObject = 0xce0; // FortCarriedObject*
        inline uint64_t NumRejoins = 0xce8; // int32
        inline uint64_t OldTotalScoreStat = 0xcec; // int32
        inline uint64_t bInvincibleDueToUI = 0xd08; // bool : 0
        inline uint64_t CurrentHealth = 0xd0c; // float
        inline uint64_t MaxHealth = 0xd10; // float
        inline uint64_t CurrentShield = 0xd14; // float
        inline uint64_t MaxShield = 0xd18; // float
        inline uint64_t CurrentOvershield = 0xd1c; // float
        inline uint64_t MaxOvershield = 0xd20; // float
        inline uint64_t CurrentSignalInStorm = 0xd24; // float
        inline uint64_t MaxSignalInStorm = 0xd28; // float
        inline uint64_t bOvershieldBarVisible = 0xd2c; // bool : 0
        inline uint64_t OnOvershieldVisibilityChanged = 0xd30; // MulticastInlineDelegateProperty
        inline uint64_t OnSkydivedFromBusAndLanded = 0xd40; // MulticastInlineDelegateProperty
        inline uint64_t AccumulatedItems = 0xd58; // TArray<FAccumulatedItemEntry>
        inline uint64_t OnAccumulatedItemsChanged = 0xd68; // MulticastInlineDelegateProperty
        inline uint64_t SimulatedAttributes = 0xd78; // FSimulatedAttributeArray
        inline uint64_t PendingDestroyedGadgetItemDefinition = 0xe08; // FortGadgetItemDefinition*
        inline uint64_t bInAircraft = 0xe10; // bool : 0
        inline uint64_t bHasEverSkydivedFromBus = 0xe10; // bool : 1
        inline uint64_t bHasEverSkydivedFromBusAndLanded = 0xe10; // bool : 2
        inline uint64_t QuickbarEquippedItems = 0xe18; // TArray<FortItemDefinition*>
        inline uint64_t TeamMemberState = 0xe40; // ETeamMemberState
        inline uint64_t TeamMemberStateRepTime = 0xe44; // float
        inline uint64_t ReplicatedTeamMemberState = 0xe50; // ETeamMemberState
    }

    namespace FortWeaponBoardBase {
        inline uint64_t RangedWeaponDisplaySlots = 0x278; // TArray<FortWeaponBoardDisplaySlot>
        inline uint64_t MeleeWeaponDisplaySlots = 0x288; // TArray<FortWeaponBoardDisplaySlot>
        inline uint64_t DisplaySlotItemList = 0x298; // TArray<FortWeaponBoardDisplaySlotItem>
        inline uint64_t WeaponLists = 0x2a8; // FortWeaponBoardWeaponLists
    }

    namespace FortWeaponKeepScore {
        inline uint64_t OnFireFailed = 0x2968; // MulticastInlineDelegateProperty
        inline uint64_t bCurrentAttackOffhand = 0x2978; // bool : 0
        inline uint64_t BulletPatternNumber = 0x2994; // int32
        inline uint64_t bGateFireCall = 0x2998; // bool : 0
        inline uint64_t IsFiringGameplayTag = 0x299c; // FGameplayTag
        inline uint64_t MuzzleLocationOffset = 0x29a0; // FVector
        inline uint64_t ReloadingTag = 0x29b8; // FGameplayTag
        inline uint64_t ReloadAbilityEventTag = 0x29bc; // FGameplayTag
        inline uint64_t FireAbilityEventTag = 0x29c0; // FGameplayTag
        inline uint64_t bAllowAutoReload = 0x29c8; // FScalableFloat
    }

    namespace BuildingActorManager {
        inline uint64_t BuildingsToTick = 0x60; // TArray<FInstancedStruct>
        inline uint64_t BuildingsToRemoveFromTick = 0x70; // TArray<FInstancedStruct>
        inline uint64_t LastBuildingTickIndex = 0x80; // int32
        inline uint64_t BuildingTickIndex = 0x84; // int32
        inline uint64_t MaxBuildingTickIndex = 0x88; // int32
        inline uint64_t BuildingsDestroyedThisFrame = 0x8c; // int32
        inline uint64_t DefaultMaxHealthAttributeCache = 0x90; // TMap<FBuildingActorMaxHealthCacheKey, float>
        inline uint64_t bCachedIsBattleRoyalePlaylist = 0xa0; // bool : 0
    }

    namespace FortGameModeFrontEnd {
        inline uint64_t TheaterMapViewer = 0x6f0; // FortTheaterMapViewer*
    }

    namespace FortGameStateEndless {
        inline uint64_t WaveNumber = 0x1118; // int32
    }

    namespace FortGameStateOutpost {
        inline uint64_t bOutpostDefenseActive = 0x1118; // bool : 0
        inline uint64_t bWargameActive = 0x1119; // bool : 0
        inline uint64_t StormShieldDefenseType = 0x111a; // EStormShieldDefense
        inline uint64_t bOutpostStatusAllowsMissionStart = 0x111b; // bool : 0
        inline uint64_t IronCityEarlyPlayerInfos = 0x1120; // TArray<FortRegisteredPlayerInfo*>
        inline uint64_t IronCityLowestPlayerAccountLevel = 0x1130; // int32
        inline uint64_t IronCityMinPowerLevel = 0x1134; // float
        inline uint64_t IronCityMaxPowerLevel = 0x1138; // float
        inline uint64_t IronCityDifficultyInfo = 0x1140; // FIronCityDifficultyInfo
        inline uint64_t PlayerWeaponSkillLevel = 0x1168; // float
        inline uint64_t PrepTimeErrorOffset = 0x116c; // float
        inline uint64_t OwnedZoneComponent = 0x1178; // FortGameStateComponent_OwnedZone*
    }

    namespace FortInventoryContext {
        inline uint64_t OnMcpWorldItemsChanged = 0x30; // MulticastInlineDelegateProperty
        inline uint64_t OnMcpOutpostItemsChanged = 0x40; // MulticastInlineDelegateProperty
        inline uint64_t OnWorldItemListChanged = 0x50; // MulticastInlineDelegateProperty
        inline uint64_t OnOutpostItemListChanged = 0x60; // MulticastInlineDelegateProperty
        inline uint64_t OnItemPickedUp = 0x70; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarContentsChanged = 0x80; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarRecordsChanged = 0x90; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarSlotFocusChanged = 0xa0; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarSecondarySlotFocusChanged = 0xb0; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarForceFullUpdate = 0xc0; // MulticastInlineDelegateProperty
        inline uint64_t OnWorldItemsChanged = 0xd0; // MulticastInlineDelegateProperty
        inline uint64_t OnCraftItemFailed = 0x100; // MulticastInlineDelegateProperty
        inline uint64_t OnVaultItemLimitStateChangedEvent = 0x120; // MulticastInlineDelegateProperty
    }

    namespace FortInventoryManager {
        inline uint64_t PersistenceManager = 0x28; // VkPersistenceManager*
        inline uint64_t VkProjectId = 0x30; // FString
    }

    namespace FortInventoryOutpost {
        inline uint64_t UnavailableItemInstances = 0x3f0; // TArray<FortWorldItem*>
        inline uint64_t bHasUnavailableItems = 0x400; // bool : 0
    }

    namespace FortPlayerCameraBase {
        inline uint64_t CameraBlendStack = 0x28e0; // TArray<FActiveFortCamera>
        inline uint64_t CameraInstances = 0x28f0; // TArray<FortCameraInstanceEntry>
        inline uint64_t CameraOverridesStack = 0x2900; // TArray<FortAbilityCameraOverrideSettings>
        inline uint64_t UICamera = 0x2910; // FortUICameraManagerComponent*
        inline uint64_t Base3PClass = 0x2918; // Class*
        inline uint64_t Targeting3PClass = 0x2920; // Class*
        inline uint64_t OverrideCameraClass = 0x2928; // Class*
        inline uint64_t CinematicCameraClass = 0x2930; // Class*
        inline uint64_t DBNOCameraClass = 0x2938; // Class*
        inline uint64_t DBNOCarriedCameraClass = 0x2940; // Class*
        inline uint64_t DeathCameraClass = 0x2948; // Class*
        inline uint64_t RespawnedInAirCameraClass = 0x2950; // Class*
        inline uint64_t SkydiveGlideCameraClass = 0x2958; // Class*
        inline uint64_t SkydiveDiveCameraClass = 0x2960; // Class*
        inline uint64_t SkydiveParachuteCameraClass = 0x2968; // Class*
        inline uint64_t HoverboardCameraClass = 0x2970; // Class*
        inline uint64_t WaterSprintBoostCameraClass = 0x2978; // Class*
        inline uint64_t FocalPointCameraClass = 0x2980; // Class*
        inline uint64_t TetheredTargeting3PClass = 0x2988; // Class*
        inline uint64_t RCActorCameraClass = 0x2990; // Class*
        inline uint64_t CameraPrototypes = 0x2998; // TArray<FortCameraPrototype>
        inline uint64_t bCanDeathCameraBlendOut = 0x29a8; // bool : 0
        inline uint64_t ZoomPostProcessVolume = 0x2a38; // PostProcessVolume*
        inline uint64_t TaggedOverrideStack = 0x2a40; // TArray<FCameraModeTaggedOverrideEntry>
        inline uint64_t bLockCameraWhileInactiveForNextTransition = 0x3370; // bool : 0
    }

    namespace FortPlayerController {
        inline uint64_t bUnlockAllZones = 0x740; // bool : 0
        inline uint64_t OnPlayerPawnPossessed = 0x770; // MulticastInlineDelegateProperty
        inline uint64_t OnEnteredEditMode = 0x780; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupCreated = 0x790; // MulticastInlineDelegateProperty
        inline uint64_t OnLoadoutChanged = 0x7a0; // MulticastInlineDelegateProperty
        inline uint64_t OnCosmeticLoadoutChanged = 0x7b0; // MulticastInlineDelegateProperty
        inline uint64_t OnViewTargetChanged = 0x7f0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerStateReady = 0x830; // MulticastInlineDelegateProperty
        inline uint64_t OnInputFiltered = 0x840; // MulticastInlineDelegateProperty
        inline uint64_t OnTouchDirectionTriggered = 0x850; // MulticastInlineDelegateProperty
        inline uint64_t bTrapsInNoBuild = 0x878; // bool : 0
        inline uint64_t OnFortPawnChangedEvent = 0x880; // MulticastInlineDelegateProperty
        inline uint64_t OnControllerComponentAttachedEvent = 0x8a8; // MulticastInlineDelegateProperty
        inline uint64_t bInPossession = 0x9b1; // bool : 0
        inline uint64_t HybridControlsComponentComponent = 0x9f8; // FortControllerComponent_HybridMouseControls*
        inline uint64_t AircraftInputComponent = 0xa20; // InputComponent*
        inline uint64_t SprintOverrideComponent = 0xa28; // ActorComponent*
        inline uint64_t SkydiveMusicAudioComp = 0xa30; // AudioComponent*
        inline uint64_t bIsDisconnecting = 0xa38; // bool : 0
        inline uint64_t bIsBeingKicked = 0xa38; // bool : 1
        inline uint64_t bHasInitiallySpawned = 0xa38; // bool : 2
        inline uint64_t bAssignedStartSpawn = 0xa38; // bool : 3
        inline uint64_t bReadyToStartMatch = 0xa38; // bool : 4
        inline uint64_t bClientPawnIsLoaded = 0xa38; // bool : 5
        inline uint64_t bWantsWeaponAutoPickup = 0xa38; // bool : 6
        inline uint64_t bAutoPickUpEnabled = 0xa38; // bool : 7
        inline uint64_t SpawnLoc = 0xa40; // FVector
        inline uint64_t NumPreviousSpawns = 0xa58; // int32
        inline uint64_t bCanSpectateBot = 0xa5c; // bool : 0
        inline uint64_t OnBlueprintReadyCheckCompleted = 0xa60; // MulticastInlineDelegateProperty
        inline uint64_t OnDelayForPreServerTransitionAnimationEvent = 0xa70; // MulticastInlineDelegateProperty
        inline uint64_t SimpleLoadingScreenSoundMix = 0xab0; // SoundMix*
        inline uint64_t SprintOverrideAbilityGameplayTag = 0xac4; // FGameplayTag
        inline uint64_t HandledReturnToMainMenuReasons = 0xac8; // TArray<FString>
        inline uint64_t ManagedAIs = 0xae8; // TArray<FortAIPawn*>
        inline uint64_t MyFortPawn = 0xaf8; // FortPlayerPawn*
        inline uint64_t CachedFortPawn = 0xb00; // FortPawn*
        inline uint64_t MyFortPawnBeforeTakeoverOfScriptedPawn = 0xb08; // FortPlayerPawn*
        inline uint64_t ScriptedPawnControllerBeforeTakeover = 0xb10; // Controller*
        inline uint64_t bHasClientFinishedLoading = 0xb18; // bool : 0
        inline uint64_t bHasServerFinishedLoading = 0xb19; // bool : 0
        inline uint64_t TimeStartedWaiting = 0xb1c; // float
        inline uint64_t TimeFinishedNavigationBuild = 0xb20; // float
        inline uint64_t MaterialParameterCollection = 0xb28; // MaterialParameterCollection*
        inline uint64_t bLoadingScreenDropped = 0xb39; // bool : 0
        inline uint64_t PendingSpectatorLocation = 0xb40; // FVector
        inline uint64_t ActorUnderReticle = 0xb58; // TWeakObjectPtr<Actor>
        inline uint64_t WeakspotUnderReticle = 0xb60; // TWeakObjectPtr<BuildingWeakSpot>
        inline uint64_t ActiveWeakSpots = 0xb68; // TArray<FBuildingWeakSpotData>
        inline uint64_t IdleKickLastTimeActive = 0xb78; // float
        inline uint64_t LastTimeActive = 0xb7c; // float
        inline uint64_t CachedCoreInputComponent = 0xb98; // TWeakObjectPtr<FortControllerComponent_CoreInput>
        inline uint64_t bRevertPlayerListenerChange = 0xbb8; // bool : 0
        inline uint64_t VehicleInputComponent = 0xbe8; // InputComponent*
        inline uint64_t VehicleInputContexts = 0xbf0; // TArray<InputMappingContext*>
        inline uint64_t bHoldingPrimaryFireFromTouch = 0xc08; // bool : 0
        inline uint64_t bHoldingSecondaryFire = 0xc09; // bool : 0
        inline uint64_t bSupportNextPieceAssist = 0xc0a; // bool : 0
        inline uint64_t bAutoBuildForTrapPlacement = 0xc0b; // bool : 0
        inline uint64_t bAutoBuildForFloorTrapPlacement = 0xc0c; // bool : 0
        inline uint64_t bAutoBuildForWallTrapPlacement = 0xc0d; // bool : 0
        inline uint64_t bAutoBuildForCeilingTrapPlacement = 0xc0e; // bool : 0
        inline uint64_t bNoControllerLighting = 0xc0f; // bool : 0
        inline uint64_t ReturnToMainMenuTimeoutDelay = 0xc10; // float
        inline uint64_t OnQuestObjectiveStateChanged = 0xc18; // MulticastInlineDelegateProperty
        inline uint64_t LastDamager = 0xc40; // FortPlayerController*
        inline uint64_t LastFallInstigator = 0xc50; // FortPlayerController*
        inline uint64_t LastDamagerCreditThresholdDropElim = 0xc5c; // float
        inline uint64_t LastDamagerCreditThresholdSelfElim = 0xc60; // float
        inline uint64_t LastDamagerCreditThresholdStormElim = 0xc64; // float
        inline uint64_t bGiveLastDamagerElimCreditOnDrop = 0xc68; // bool : 0
        inline uint64_t bGiveLastDamagerElimCreditOnSelfDamage = 0xc69; // bool : 0
        inline uint64_t bGiveLastDamagerElimCreditOnStormDamage = 0xc6a; // bool : 0
        inline uint64_t OnMcpProfilesInitializedEvent = 0xcb8; // MulticastInlineDelegateProperty
        inline uint64_t OnEnterVehicleDriver = 0xe18; // MulticastInlineDelegateProperty
        inline uint64_t OnEnterVehiclePassenger = 0xe28; // MulticastInlineDelegateProperty
        inline uint64_t OnExitVehicle = 0xe38; // MulticastInlineDelegateProperty
        inline uint64_t OnFullyExitVehicle = 0xe48; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleSeatChanged = 0xe58; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleSeatChangedComplete = 0xe68; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleAbilitiesRemoved = 0xe78; // MulticastInlineDelegateProperty
        inline uint64_t OnTetherChanged = 0xe88; // MulticastInlineDelegateProperty
        inline uint64_t OnClientRefreshHUDForRespawn = 0xe98; // MulticastInlineDelegateProperty
        inline uint64_t bHoldingObject = 0xed4; // bool : 0
        inline uint64_t SecondaryInteractInputComponent = 0xed8; // InputComponent*
        inline uint64_t DBNOCarryInputComponent = 0xee0; // InputComponent*
        inline uint64_t HeldObjectsInputComponent = 0xee8; // InputComponent*
        inline uint64_t OnInventoryActiveChangedEvent = 0xef0; // MulticastInlineDelegateProperty
        inline uint64_t bEnableProcessGamepadInput = 0xf30; // bool : 0
        inline uint64_t bWantsToSprint = 0xf40; // bool : 0
        inline uint64_t bHoldingSprint = 0xf40; // bool : 1
        inline uint64_t bSprintToggleable = 0xf40; // bool : 2
        inline uint64_t bForcingWalkFromToggleInput = 0xf40; // bool : 3
        inline uint64_t bForceWalkHeldInput = 0xf40; // bool : 4
        inline uint64_t bForceWalkFromSavedMove = 0xf40; // bool : 5
        inline uint64_t bIgnoreForceWalk = 0xf40; // bool : 6
        inline uint64_t bForceBinaryForward = 0xf40; // bool : 7
        inline uint64_t bSprintBehaviorIsOverridden = 0xf41; // bool : 0
        inline uint64_t bSprintByDefaultWhenSprintIsOverridden = 0xf41; // bool : 1
        inline uint64_t bSprintByDefault = 0xf41; // bool : 2
        inline uint64_t bAutoRunOn = 0xf41; // bool : 3
        inline uint64_t bUseHoldToSwapPickup = 0xf41; // bool : 4
        inline uint64_t bTargetingToggleable = 0xf41; // bool : 5
        inline uint64_t bTargetingToggleableWithTouch = 0xf41; // bool : 6
        inline uint64_t bMovementDisabledDueToCancellableAction = 0xf41; // bool : 7
        inline uint64_t bIsPlayerActivelyMoving = 0xf42; // bool : 0
        inline uint64_t bPlaceHeldObjectPressed = 0xf42; // bool : 1
        inline uint64_t bJumpInputPressed = 0xf42; // bool : 2
        inline uint64_t bIsRunningAllowedByMoveKeys = 0xf42; // bool : 3
        inline uint64_t bShowDamageNumbersOfConvertedNPC = 0xf42; // bool : 4
        inline uint64_t InMovementCancellableAction = 0xf44; // int32
        inline uint64_t bAllowHoldForAmmoCrafting = 0xf4c; // bool : 0
        inline uint64_t bIsClientTimingOut = 0xf4d; // bool : 0
        inline uint64_t ClientTimeoutBlockInputTime = 0xf50; // float
        inline uint64_t LastMoveInputFrame = 0xf60; // uint64
        inline uint64_t LastPressGamepadSprintTime = 0xf68; // float
        inline uint64_t LastToggleAutoRunTime = 0xf6c; // float
        inline uint64_t bAutoRunWasHoldingForward = 0xf70; // bool : 0
        inline uint64_t bAtNameBaseScreen = 0xf71; // bool : 0
        inline uint64_t GameplaySettingsTags = 0xf78; // FGameplayTagContainer
        inline uint64_t OnSetFirstPersonCamera = 0xfa0; // MulticastInlineDelegateProperty
        inline uint64_t OnCameraShoulderSwapChanged = 0xfd0; // MulticastInlineDelegateProperty
        inline uint64_t CinematicCameraClassOverride = 0xff8; // Class*
        inline uint64_t bOnPressExecuteJetpack = 0x1000; // bool : 0
        inline uint64_t bShowHitMarkersForFriendlyFire = 0x1040; // bool : 0
        inline uint64_t bServerSideHitMarkers = 0x1041; // bool : 0
        inline uint64_t OnTextChatRequestedDelegate = 0x1070; // MulticastInlineDelegateProperty
        inline uint64_t OnToggleMainMenuDelegate = 0x1080; // MulticastInlineDelegateProperty
        inline uint64_t OnBuildingActorsIndestructibleChangedEvent = 0x1090; // MulticastInlineDelegateProperty
        inline uint64_t OnRegainedFocus = 0x10a0; // MulticastInlineDelegateProperty
        inline uint64_t OnReloadCancelingSprint = 0x10b0; // MulticastInlineDelegateProperty
        inline uint64_t OnOpenVoteDialog = 0x10d8; // MulticastInlineDelegateProperty
        inline uint64_t bToggleMainMenuEnabled = 0x1228; // bool : 0
        inline uint64_t FlooredDamageZeroValue = 0x122c; // int32
        inline uint64_t bGamepadAbilityPending = 0x1230; // bool : 0
        inline uint64_t bForceAllowCursorMode = 0x1231; // bool : 0
        inline uint64_t bForceAllowCameraMode = 0x1232; // bool : 0
        inline uint64_t bSuppressEventNotifications = 0x1234; // bool : 0
        inline uint64_t CachedUIFeedbackBank = 0x1238; // FortUIFeedbackBank*
        inline uint64_t LastSpotTime = 0x1258; // float
        inline uint64_t LastPlayerLocalMoveInput = 0x1260; // FVector2D
        inline uint64_t CurrentMarks = 0x1270; // TArray<TWeakObjectPtr<FortMarkActor>>
        inline uint64_t LoopingUIFeedbackComponents = 0x1280; // TMap<FName, AudioComponent*>
        inline uint64_t PreviewAbility = 0x1290; // FortGameplayAbility*
        inline uint64_t bDisableNativeHitMarker = 0x1298; // bool : 0
        inline uint64_t bDisableNativeDamageNumbers = 0x1299; // bool : 0
        inline uint64_t DummyCamera = 0x12a0; // Actor*
        inline uint64_t IntensityGraphInfo = 0x12c0; // FAIDirectorDebugInfo
        inline uint64_t PIDValuesGraphInfo = 0x12e8; // FAIDirectorDebugInfo
        inline uint64_t PIDContributionsGraphInfo = 0x1310; // FAIDirectorDebugInfo
        inline uint64_t AIDirectorDataManager = 0x1338; // FortAIDirectorDataManager*
        inline uint64_t MusicManager = 0x1340; // FortMusicManager*
        inline uint64_t OnBuildPreviewMarkerVisibilityChanged = 0x1348; // MulticastInlineDelegateProperty
        inline uint64_t OnWeakSpotReset = 0x1358; // MulticastInlineDelegateProperty
        inline uint64_t bUsePredictedBuildingActors = 0x1378; // bool : 0
        inline uint64_t bRegisterPredictedBuildingActorsWithGrid = 0x1379; // bool : 0
        inline uint64_t bPredictedBuildingWallsHaveNoCollision = 0x137a; // bool : 0
        inline uint64_t PredictedActorLifespan = 0x137c; // float
        inline uint64_t PredictedBuildingSMActors = 0x1380; // TArray<TWeakObjectPtr<BuildingSMActor>>
        inline uint64_t BuildPreviewModeInputComponent = 0x1588; // InputComponent*
        inline uint64_t SimpleBuildInputComponent = 0x1590; // InputComponent*
        inline uint64_t BaseBuildInputComponent = 0x1598; // InputComponent*
        inline uint64_t UnblockedInputComponent = 0x15a0; // FortEnhancedInputComponent*
        inline uint64_t BuildPreviewMarker = 0x15a8; // BuildingPlayerPrimitivePreview*
        inline uint64_t BuildPreviewMarkerExtraPiece = 0x15b0; // BuildingPlayerPrimitivePreview*
        inline uint64_t bAllowBuildingPreviewAutoRotation = 0x1620; // bool : 0
        inline uint64_t bRequireTraceToExistingBuildingToSetContext = 0x1621; // bool : 0
        inline uint64_t bAllowTraceToExistingBuildingToSetContextToRedirectToBlockingBuilding = 0x1622; // bool : 0
        inline uint64_t bRequireTraceToExistingBuildingToSetContextExcludeCurrentContext = 0x1623; // bool : 0
        inline uint64_t TargetedBuilding = 0x16c0; // BuildingActor*
        inline uint64_t TargetedVehicle = 0x16c8; // Actor*
        inline uint64_t TargetedFortPawn = 0x16d0; // FortPawn*
        inline uint64_t StartUpgradeSound = 0x16d8; // TSoftObjectPtr<SoundBase>
        inline uint64_t HighlightedPrimaryBuildings = 0x16f8; // TArray<BuildingActor*>
        inline uint64_t HighlightedInteractionBuildings = 0x1708; // TArray<BuildingActor*>
        inline uint64_t BuildPreviewMarkerMIDs = 0x1718; // TArray<MaterialInstanceDynamic*>
        inline uint64_t BuildPreviewRotationIterations = 0x1728; // uint8
        inline uint64_t bBuildPreviewMirrored = 0x172c; // bool : 0
        inline uint64_t BuildPreviewMarkerOptionalAdjustment = 0x1730; // EFortBuildPreviewMarkerOptionalAdjustment
        inline uint64_t bBuildFree = 0x1734; // bool : 0
        inline uint64_t IMC_PushToTalk = 0x1780; // FortEnhancedInputScalableData
        inline uint64_t IA_PushToTalk = 0x17c8; // FortEnhancedInputActionScalableData
        inline uint64_t bCraftFree = 0x1808; // bool : 0
        inline uint64_t CurrentBuildableClass = 0x1810; // Class*
        inline uint64_t CurrentResourceLevel = 0x1818; // EFortResourceLevel
        inline uint64_t CurrentResourceType = 0x1819; // EFortResourceType
        inline uint64_t LastBuildableStateData = 0x1820; // FLastBuildableState
        inline uint64_t QueuedDamageNumbers = 0x1910; // TArray<FortDamageNumberInfo>
        inline uint64_t DamageNumbersInterface = 0x1920; // TScriptInterface<FortDamageNumbersInterface>
        inline uint64_t EditModeInputComponent = 0x1930; // InputComponent*
        inline uint64_t EditBuildingActor = 0x1938; // BuildingSMActor*
        inline uint64_t EditModeDistance = 0x1940; // float
        inline uint64_t LastBuildPreviewGridSnapLoc = 0x1948; // FVector
        inline uint64_t LastBuildPreviewGridSnapRot = 0x1960; // FRotator
        inline uint64_t LastBuildPreviewGridSnapCentroid = 0x1978; // FVector
        inline uint64_t PickerInputComponent = 0x1990; // InputComponent*
        inline uint64_t TrapPickerDecoHelper = 0x1998; // FortDecoHelper*
        inline uint64_t TouchEditResults = 0x19a0; // TArray<FHitResult>
        inline uint64_t bBuildingPlacementTraceSkipInitialPenetrationOfBuildingSMActor = 0x19b1; // bool : 0
        inline uint64_t bBuildingPlacementTraceSkipInitialPenetrationOfStaticMesh = 0x19b2; // bool : 0
        inline uint64_t ClientQuickBars = 0x19f8; // FortQuickBars*
        inline uint64_t RecentlyRemovedQuickbarInfo = 0x1a08; // TArray<FRecentlyRemovedQuickbarInfo>
        inline uint64_t DelayedQuickBarActions = 0x1a68; // FDelayedQuickBarActionContainer
        inline uint64_t ClientProcessedQuickBarActions = 0x1ac8; // TSet<TSet<FProperty>>
        inline uint64_t bShouldForceDeleteDroppedItems = 0x1ad8; // bool : 0
        inline uint64_t bUsePickUpFlagToCheckPreviouslyGathered = 0x1b11; // bool : 0
        inline uint64_t QueuedItemsToDrop = 0x1b18; // FQueuedItemsToDropViaPickup
        inline uint64_t bAutoEquipBetterItems = 0x1bd8; // bool : 0
        inline uint64_t bShouldConstructReplicatedInventories = 0x1bdc; // bool : 0
        inline uint64_t WorldInventoryClass = 0x1be0; // Class*
        inline uint64_t WorldInventory = 0x1be8; // TScriptInterface<FortInventoryInterface>
        inline uint64_t OutpostInventory = 0x1bf8; // FortInventory*
        inline uint64_t ViewTargetInventory = 0x1c00; // TScriptInterface<FortInventoryInterface>
        inline uint64_t bHasInitializedWorldInventory = 0x1c5c; // bool : 0
        inline uint64_t bHasInitializedHeroInventory = 0x1c5c; // bool : 1
        inline uint64_t bAccountInventoryWasUpdated = 0x1c5c; // bool : 2
        inline uint64_t bForceWorldInventoryUpdate = 0x1c5c; // bool : 3
        inline uint64_t CosmeticLoadoutPC = 0x1d88; // FortAthenaLoadout
        inline uint64_t LocalPawnCustomizationAssetLoader = 0x1e88; // FortCustomizationAssetLoader*
        inline uint64_t bDropWeaponsDuringAllMissionStates = 0x1e90; // bool : 0
        inline uint64_t LatestRewardReport = 0x1eb0; // FortRewardReport
        inline uint64_t MyPlayerInfo = 0x1f08; // FortRegisteredPlayerInfo*
        inline uint64_t UpdatedObjectiveStats = 0x1f10; // TArray<FortUpdatedObjectiveStat>
        inline uint64_t bHasUnsavedPrimaryMissionProgress = 0x1f20; // bool : 0
        inline uint64_t StatManager = 0x1f40; // StatManager*
        inline uint64_t HeartbeatManager = 0x1f48; // HeartbeatManager*
        inline uint64_t StatEventManager = 0x1f50; // FortStatEventManager*
        inline uint64_t CachedPersistentGameplayStats = 0x1f58; // FortPersistentGameplayStatContainer
        inline uint64_t LastEmotePlayed = 0x1f78; // FortMontageItemDefinitionBase*
        inline uint64_t EmoteUsageCounts = 0x1f80; // TMap<FortMontageItemDefinitionBase*, int32>
        inline uint64_t AnalyticsBuildingWallTooLowLocations = 0x1f90; // TArray<FVector>
        inline uint64_t NearbyEmotingPawns = 0x1fa0; // TSet<TSet<FProperty>>
        inline uint64_t NearbyEmotingPawnCount = 0x1fb0; // TMap<FName, int32>
        inline uint64_t McpProfileGroup = 0x1fc0; // McpProfileGroup*
        inline uint64_t CommonPublicMcpProfile = 0x1fc8; // FortMcpProfileCommonPublic*
        inline uint64_t CommonCoreMcpProfile = 0x1fd0; // FortMcpProfileCommonCore*
        inline uint64_t MainMcpProfile = 0x1fd8; // FortMcpProfileCampaign*
        inline uint64_t AthenaProfile = 0x1fe0; // FortMcpProfileAthena*
        inline uint64_t MetadataProfile = 0x1fe8; // FortMcpProfileMetadata*
        inline uint64_t CreativeModeMCPProfile = 0x1ff0; // FortMcpProfileCreative*
        inline uint64_t FortProfileFNE = 0x1ff8; // FortProfileFNE*
        inline uint64_t TutorialCompletedState = 0x2000; // EFortPCTutorialCompletedState
        inline uint64_t bShouldReceiveCriticalMatchBonus = 0x2020; // bool : 0
        inline uint64_t bIgnoreExperienceOwnership = 0x2021; // bool : 0
        inline uint64_t OnPlayerChangedBuildMode = 0x2028; // MulticastInlineDelegateProperty
        inline uint64_t OnAutoRunEnabled = 0x2038; // MulticastInlineDelegateProperty
        inline uint64_t CustomVoicePriorityListPlayers = 0x20a8; // TArray<TWeakObjectPtr<PlayerState>>
        inline uint64_t VoiceInputSourceEffectPresetChain = 0x2128; // SoundEffectSourcePresetChain*
        inline uint64_t ProximityVoiceChatAttenuation = 0x2130; // SoundAttenuation*
        inline uint64_t ProximityChatSettingsProviderClass = 0x2138; // Class*
        inline uint64_t ProximityChatSettingsProvider = 0x2140; // FortProximityChatSettingsProviderBase*
        inline uint64_t bLocalEnableCustomProximityChatPriorityList = 0x2148; // bool : 0
        inline uint64_t bLocalEnableCustomPriorityList = 0x2149; // bool : 0
        inline uint64_t bHasAttemptedGameServerVoiceChatConnectOrDisconnect = 0x214a; // bool : 0
        inline uint64_t ProximityChatPriorityListProviderClass = 0x2150; // Class*
        inline uint64_t LocalProximityChatPriorityListProviderClass = 0x2158; // Class*
        inline uint64_t ProximityChatPriorityListProvider = 0x2160; // FortProximityChatPriorityListProviderBase*
        inline uint64_t VoiceChatRenderMode = 0x2168; // EFortVoiceChatRenderMode
        inline uint64_t LocationUnderReticle = 0x21b0; // FVector
        inline uint64_t VoiceChatMethod = 0x21c8; // EFortVoiceChatMethod
        inline uint64_t bVoiceChatOpenMicSelfMuted = 0x21cc; // bool : 0
        inline uint64_t bVoiceChatPTTTransmit = 0x21cc; // bool : 1
        inline uint64_t bInfiniteAmmo = 0x21cc; // bool : 2
        inline uint64_t bInfiniteConsumables = 0x21cc; // bool : 3
        inline uint64_t bInfiniteMagazine = 0x21cc; // bool : 4
        inline uint64_t bInfiniteCharges = 0x21cc; // bool : 5
        inline uint64_t bInfiniteLoadedEnergy = 0x21cc; // bool : 6
        inline uint64_t bInfiniteReserveEnergy = 0x21cc; // bool : 7
        inline uint64_t bNoCoolDown = 0x21cd; // bool : 0
        inline uint64_t bInfiniteDurability = 0x21cd; // bool : 1
        inline uint64_t bUsePickers = 0x21cd; // bool : 2
        inline uint64_t bPickerOpen = 0x21cd; // bool : 3
        inline uint64_t bPickerEnabled = 0x21cd; // bool : 4
        inline uint64_t bCheatGhost = 0x21cd; // bool : 5
        inline uint64_t bCheatFly = 0x21cd; // bool : 6
        inline uint64_t bEnableShotLogging = 0x21ce; // bool : 0
        inline uint64_t bIsNearActiveEncounters = 0x21ce; // bool : 1
        inline uint64_t OverriddenBackpackSize = 0x21d0; // int32
        inline uint64_t CurrentReplaySpotLight = 0x21d8; // FortReplayMovableSpotLight*
        inline uint64_t AimHelpMode = 0x21e0; // uint32
        inline uint64_t JumpStaminaCost = 0x21e4; // EFortJumpStaminaCost
        inline uint64_t CameraPrototypeName = 0x21e8; // FName
        inline uint64_t OnActorUnderReticleSetBP = 0x2210; // MulticastInlineDelegateProperty
        inline uint64_t bAllowPawnHealthPostProcess = 0x2220; // bool : 0
        inline uint64_t bHideHudEnglishText = 0x2258; // bool : 0
        inline uint64_t bAutoChangeMaterial = 0x2259; // bool : 0
        inline uint64_t bServerAutoChangeMaterial = 0x225a; // bool : 0
        inline uint64_t bPeripheralLightingEnabled = 0x225b; // bool : 0
        inline uint64_t bRudderControlEnabled = 0x225c; // bool : 0
        inline uint64_t RudderDeadZone = 0x2260; // float
        inline uint64_t RudderMaxThrottle = 0x2264; // float
        inline uint64_t FOVMinimum = 0x2268; // float
        inline uint64_t FOVMaximum = 0x226c; // float
        inline uint64_t FrontendScriptedBehavior = 0x2270; // FortFrontendScriptedBehavior*
        inline uint64_t ActiveSprayInstances = 0x2278; // TArray<FortSprayDecalInstance*>
        inline uint64_t ActiveToyInstances = 0x2288; // TArray<Actor*>
        inline uint64_t ToySummonCounts = 0x2298; // TMap<Class*, int32>
        inline uint64_t bSyncPeripheralLightingWithEmoteMusic = 0x22d0; // bool : 0
        inline uint64_t bPushEmoteAudioDataToCosmeticMaterials = 0x22d1; // bool : 0
        inline uint64_t LastEmoteMusicFFT100hz = 0x22d4; // float
        inline uint64_t LastEmoteMusicFFT2000hz = 0x22d8; // float
        inline uint64_t EmoteMusicBeatThreshold = 0x22dc; // float
        inline uint64_t EmoteMusicEnvelopeBeatCount = 0x22e0; // float
        inline uint64_t AimAssistOffset = 0x22f0; // FQuat
        inline uint64_t AdditionalAimOffset = 0x2310; // FRotator
        inline uint64_t LastAdditionalAimOffset = 0x2328; // FRotator
        inline uint64_t PlayerAimOffset = 0x2340; // FRotator
        inline uint64_t WeaponRecoilOffset = 0x2358; // FRotator
        inline uint64_t WeaponOffsetCorrection = 0x2370; // FRotator
        inline uint64_t bZeroingCameraRoll = 0x2540; // bool : 0
        inline uint64_t bTryPickupSwap = 0x2541; // bool : 0
        inline uint64_t bClientSideEditPrediction = 0x2542; // bool : 0
        inline uint64_t ClientSideEditPredictionTimeout = 0x2544; // float
        inline uint64_t PendingEnterEditModeActor = 0x255c; // TWeakObjectPtr<BuildingSMActor>
        inline uint64_t AntiAddictionPlayTimeMultiplier = 0x2564; // float
        inline uint64_t bUsesWidgetForFPSDisplay = 0x2568; // bool : 0
        inline uint64_t bShowFPS = 0x2569; // bool : 0
        inline uint64_t OnShowFPSChange = 0x2570; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerPawnForcedRestartDelegate = 0x2580; // MulticastInlineDelegateProperty
        inline uint64_t OnCheatListReceived = 0x2590; // MulticastInlineDelegateProperty
        inline uint64_t bShowTemperature = 0x25a0; // bool : 0
        inline uint64_t OnShowTemperatureChange = 0x25a8; // MulticastInlineDelegateProperty
        inline uint64_t LockOnInfo = 0x2648; // FLockOnInfo
        inline uint64_t bLockPrimaryInputMethodToMouse = 0x26ec; // bool : 0
        inline uint64_t bUseActionRouterIgnoreLookInput = 0x26ed; // bool : 0
        inline uint64_t IndicatorManager = 0x2700; // FortIndicatorManager*
        inline uint64_t bFinalXPUpdateFailed = 0x2718; // bool : 0
        inline uint64_t BattleMapSpectatorClass = 0x2720; // Class*
        inline uint64_t bReleaseBuildingContextOnPlace = 0x2790; // bool : 0
        inline uint64_t TurboPlaceFirstInterval = 0x2794; // float
        inline uint64_t TurboPlaceInterval = 0x2798; // float
        inline uint64_t bCreativeTurboDelete = 0x279c; // bool : 0
        inline uint64_t TurboDeleteFirstInterval = 0x27a0; // float
        inline uint64_t TurboDeleteInterval = 0x27a4; // float
        inline uint64_t bTurboBuild = 0x27a9; // bool : 0
        inline uint64_t TurboBuildFirstInterval = 0x27ac; // float
        inline uint64_t TurboBuildRequestFailedInterval = 0x27b0; // float
        inline uint64_t TurboBuildInterval = 0x27b4; // float
        inline uint64_t FortControllerComponent_Telemetry = 0x27c0; // FortControllerComponent_Telemetry*
        inline uint64_t InventoryNetworkManagementComponent = 0x27c8; // FortControllerComponent_InventoryNetworkManagement*
        inline uint64_t InteractionComponent = 0x27d0; // FortControllerComponent_Interaction*
        inline uint64_t QuestsComponent = 0x27d8; // FortControllerComponent_Quests*
        inline uint64_t SharedQuestsComponent = 0x27e0; // FortControllerComponent_SharedQuests*
        inline uint64_t MiniMapComponent = 0x27e8; // FortControllerComponent_Minimap*
        inline uint64_t AutofireComponent = 0x27f0; // FortControllerComponent_Autofire*
        inline uint64_t StreamingSourcesComponentClass = 0x27f8; // Class*
        inline uint64_t StreamingSourcesComponent = 0x2800; // FortControllerComponent_StreamingSources*
        inline uint64_t CollectionsComponent = 0x2808; // FortControllerComponent_Collections*
        inline uint64_t CosmeticLoadoutComponent = 0x2810; // FortControllerComponent_CosmeticLoadout*
        inline uint64_t InventorySwitcherComponent = 0x2818; // FortControllerComponent_InventorySwitcher*
        inline uint64_t EnhancedInputControllerComp = 0x2820; // FortControllerComponent_Input*
        inline uint64_t ControllerComponentsRegisteredForPlayerTick = 0x2828; // TArray<ControllerComponent*>
        inline uint64_t PendingExecuteInventoryItemHandle = 0x2838; // FItemVariantHandle
        inline uint64_t QuickHealItemPickerClass = 0x2870; // Class*
        inline uint64_t OnPlayerSpawnedBuildingActor = 0x2878; // MulticastInlineDelegateProperty
        inline uint64_t MeshParentIds = 0x2888; // TArray<FString>
        inline uint64_t OnBoundActionFreed = 0x28c0; // MulticastInlineDelegateProperty
        inline uint64_t OnFortControllerTick = 0x2910; // MulticastInlineDelegateProperty
        inline uint64_t ForcedInputRotationSpeed = 0x2920; // float
        inline uint64_t PendingClientRestartPawn = 0x2928; // Pawn*
        inline uint64_t CachedPlayerSpawningComponent = 0x2958; // TWeakObjectPtr<PlayspaceControllerComponent_PlayerSpawning>
        inline uint64_t CachedViewTarget = 0x2960; // TWeakObjectPtr<Actor>
        inline uint64_t IgnoreSignifanceBasedCustomDepthRendering = 0x2980; // FCompositeBool
        inline uint64_t PickupInteractOverrides = 0x2998; // TArray<FortPickupInteractOverrideComponent*>
        inline uint64_t PlayerAbilitySetBR = 0x2a20; // TSoftObjectPtr<FortAbilitySet>
        inline uint64_t PreloadedPlayerAbilitySetBR = 0x2a40; // FortAbilitySet*
        inline uint64_t DamageNumbersActorClass = 0x2a48; // Class*
    }

    namespace FortPlayerPawnAthena {
        inline uint64_t OnInteractionFailedCallback = 0x4b60; // MulticastInlineDelegateProperty
        inline uint64_t ItemInteractionActor = 0x4b70; // Actor*
        inline uint64_t PreviousVelocityXY = 0x4b98; // FVector
        inline uint64_t OnReviveSound = 0x4bb0; // SoundBase*
        inline uint64_t ReviveFromDBNOTime = 0x4bb8; // float
        inline uint64_t CanBeDamagedInDBNO = 0x4bbc; // bool : 0
        inline uint64_t DBNOStartTime = 0x4bc0; // float
        inline uint64_t DBNOStartLocation = 0x4bc8; // FVector
        inline uint64_t DeathTime = 0x4be0; // float
        inline uint64_t DBNOInvulnerableTime = 0x4be4; // float
        inline uint64_t CachedDBNOInvulnerableTime = 0x4be8; // float
        inline uint64_t ConvertFromDBNOTime = 0x4bec; // float
        inline uint64_t ServerWorldTimeRevivalTime = 0x4bf0; // float
        inline uint64_t bWasCrouchedBeforeDBNO = 0x4c00; // bool : 0
        inline uint64_t LastCrouchUpdateTime = 0x4c08; // int64
        inline uint64_t ItemSpecialActorID = 0x4c10; // FName
        inline uint64_t ItemSpecialActorCategoryTag = 0x4c14; // FGameplayTag
        inline uint64_t BecameSpecialActorTime = 0x4c1c; // float
        inline uint64_t bPlaytestWithNoMouse = 0x4c20; // bool : 0
        inline uint64_t LandEmitterTemplate = 0x4c30; // ParticleSystem*
        inline uint64_t CustomDepthComponent = 0x4c38; // FortPawnComponent_CustomDepth*
        inline uint64_t IgnoreLandGhostModeTags = 0x4c40; // FGameplayTagContainer
        inline uint64_t LandWindEmitterTemplate = 0x4c60; // ParticleSystem*
        inline uint64_t LandFXLocationOffset = 0x4c68; // FVector
        inline uint64_t LandFXRotateYawMaxDegrees = 0x4c80; // float
        inline uint64_t LandFXMaxDrawDistance = 0x4c84; // float
        inline uint64_t LandForceIntensityVelocityZFactor = 0x4c88; // float
        inline uint64_t MinLandForceIntensity = 0x4c8c; // float
        inline uint64_t MaxLandForceIntensity = 0x4c90; // float
        inline uint64_t MinLandForceDuration = 0x4c94; // float
        inline uint64_t MaxLandForceDuration = 0x4c98; // float
        inline uint64_t LandFXCoolDownTime = 0x4c9c; // float
        inline uint64_t LandFXPawnRecentRenderTolerance = 0x4ca0; // float
        inline uint64_t bShouldPawnInstantDie = 0x4cb8; // bool : 0
        inline uint64_t bShouldPawnDBNODisplayOnKillFeed = 0x4cb9; // bool : 0
        inline uint64_t bShouldPawnDeathDisplayOnKillFeed = 0x4cba; // bool : 0
        inline uint64_t bShouldPawnLeaveEliminationIndicator = 0x4cbb; // bool : 0
        inline uint64_t bShouldPawnAwardPoints = 0x4cbc; // bool : 0
        inline uint64_t bShouldTriggerDeathAnalytics = 0x4cbd; // bool : 0
        inline uint64_t bShouldDropItemsOnDeath = 0x4cbe; // bool : 0
        inline uint64_t bShouldSkipMovementFullSimulation = 0x4cbf; // bool : 0
        inline uint64_t bShouldForceMovementFullSimulationWhenFallingAndDead = 0x4cc0; // bool : 0
        inline uint64_t bEnableGroundInteractionEffects = 0x4cc1; // bool : 0
        inline uint64_t bEnableUpdateHealthPostProcess = 0x4cc1; // bool : 1
        inline uint64_t bCanPawnUseAimAssist = 0x4cc1; // bool : 2
        inline uint64_t AbilityRangeCheckOverride = 0x4cc4; // float
        inline uint64_t QuickChatRequestBankOverride = 0x4cc8; // AthenaQuickChatBank*
        inline uint64_t ResurrectionPlayerStartActorComponent = 0x4cd0; // ChildActorComponent*
        inline uint64_t ResurrectionPlayerStart = 0x4cd8; // FortPlayerStart*
        inline uint64_t CachedCustomMinimapTeamIndicator = 0x4ce0; // TWeakObjectPtr<FortCustomMinimapTeamIndicator>
        inline uint64_t AttributeReplicationProxy = 0x4ce8; // FortPlayerAthenaAttributeReplicationProxy
        inline uint64_t GravityAttributeReplicationProxy = 0x4d14; // FortPlayerAthenaGravityAttributeReplicationProxy
        inline uint64_t ReplayRepAnimMontageInfo = 0x4d28; // FGameplayAbilityRepAnimMontage
        inline uint64_t SimulatedProxyActiveGameplayCues = 0x4d60; // FMinimalGameplayCueReplicationProxy
        inline uint64_t SimulatedProxyMinimalReplicationGameplayCues = 0x5020; // FMinimalGameplayCueReplicationProxy
        inline uint64_t FastReplicationMinimalReplicationTags = 0x52e0; // FMinimalReplicationTagCountMap
        inline uint64_t FastReplicationReplicatedLooseTags = 0x5598; // FMinimalReplicationTagCountMap
        inline uint64_t bEnableMinimalReplicationTagsAndCues = 0x55c0; // bool : 0
        inline uint64_t bADSWhileNotOnGround = 0x55c1; // bool : 0
        inline uint64_t DefaultCrouchedFootstepSound = 0x55c8; // SoundBase*
        inline uint64_t DefaultCrouchSprintFootstepSound = 0x55d0; // SoundBase*
        inline uint64_t OnFortPlayerDied = 0x55d8; // MulticastInlineDelegateProperty
        inline uint64_t OnFortDeathCause = 0x55e8; // MulticastInlineDelegateProperty
        inline uint64_t OnFortPlayerHitByVehicle = 0x55f8; // MulticastInlineDelegateProperty
        inline uint64_t KillerForSpectatorRotation = 0x5608; // Pawn*
        inline uint64_t bCheckVisibilityViaSmartObjectPhysicsRoot = 0x5611; // bool : 0
        inline uint64_t bDelaySimProxyCollisionInAircraftPhase = 0x5612; // bool : 0
        inline uint64_t TimeToDelaySkydiveCollision = 0x5614; // float
        inline uint64_t SkydiveAudioMovementVolumeInterpSpeed = 0x5628; // float
        inline uint64_t SkydiveAudioForwardDotInterpSpeed = 0x5638; // float
        inline uint64_t SkydiveAudioRightDotInterpSpeed = 0x563c; // float
        inline uint64_t DamageFXSignificance = 0x5644; // FortEffectDistanceQuality
        inline uint64_t ScreenEffectHealthDamage = 0x5668; // Class*
        inline uint64_t ScreenEffectShieldDamage = 0x5670; // Class*
        inline uint64_t AdditiveHitReactsMontage = 0x5678; // AnimMontage*
        inline uint64_t DamageTagsToNotDisplayDirectionDamage = 0x5680; // FGameplayTagContainer
        inline uint64_t DamageTagsToNotAddCameraShake = 0x56a0; // FGameplayTagContainer
        inline uint64_t TagsToNotPlayCircleAndStreakFX = 0x56c0; // FGameplayTagContainer
        inline uint64_t OnPlayerLootedContainer = 0x56e0; // MulticastInlineDelegateProperty
        inline uint64_t DisplayHitNotify = 0x56f0; // MulticastInlineDelegateProperty
        inline uint64_t OnShieldBreak = 0x5700; // MulticastInlineDelegateProperty
        inline uint64_t OnCurrentMovementStyleChanged = 0x5710; // MulticastInlineDelegateProperty
        inline uint64_t bIsPlayerPawnReady = 0x5748; // bool : 0
        inline uint64_t LastFiredLocation = 0x5750; // FVector
        inline uint64_t LastFiredDirection = 0x5768; // FVector
        inline uint64_t LastFiredTime = 0x5780; // float
        inline uint64_t PrototypeShootingModel = 0x5798; // DataTable*
        inline uint64_t FallInstigator = 0x57a0; // Controller*
        inline uint64_t FallDamageTags = 0x57a8; // FGameplayTagContainer
        inline uint64_t LastFloorBeforeFalling = 0x57c8; // BuildingSMActor*
        inline uint64_t LastFallDistance = 0x57d0; // float
        inline uint64_t SkydiveDebugTimer = 0x57d4; // float
        inline uint64_t MeleeCombatSlowSpeedMultiplier = 0x57d8; // float
        inline uint64_t MeleeCombatSlowDuration = 0x57e4; // float
        inline uint64_t EncryptedPawnReplayData = 0x57e8; // FAthenaPawnReplayData
        inline uint64_t InAirAudioComp = 0x5818; // AudioComponent*
        inline uint64_t PSC_PlayerWalkLand = 0x5820; // ParticleSystemComponent*
        inline uint64_t PSC_PlayerRunLand = 0x5828; // ParticleSystemComponent*
        inline uint64_t PSC_HitDamage = 0x5830; // ParticleSystemComponent*
        inline uint64_t UseNiagaraPlayerHitDamageTags = 0x5838; // FGameplayTagContainer
        inline uint64_t NiagaraPlayerRunDustKickupComp = 0x5860; // FXSystemComponent*
        inline uint64_t NiagaraPlayerWalkDustKickupComp = 0x5868; // FXSystemComponent*
        inline uint64_t NiagaraPlayerHitDamageComp = 0x5870; // FXSystemComponent*
        inline uint64_t NiagaraPlayerLandDustPuffComp = 0x5878; // FXSystemComponent*
        inline uint64_t NiagaraPlayerRunDustKickup = 0x5880; // NiagaraSystem*
        inline uint64_t NiagaraPlayerWalkDustKickup = 0x5888; // NiagaraSystem*
        inline uint64_t NiagaraPlayerHitDamage = 0x5890; // NiagaraSystem*
        inline uint64_t NiagaraPlayerLandDustPuff = 0x5898; // NiagaraSystem*
        inline uint64_t PlayerKickupFXSocketName = 0x58a0; // FName
        inline uint64_t PlayerKickupSurfaceParameterName = 0x58a4; // FName
        inline uint64_t PlayerKickupSurfaceParamList = 0x58a8; // TArray<EFortFootstepSurfaceType>
        inline uint64_t PlayerFootstepKickupSurfaceParamList = 0x58b8; // TArray<EFortFootstepSurface>
        inline uint64_t ContrailsComponent = 0x58c8; // FortContrailsComponent*
        inline uint64_t MobileInteractionComponents = 0x58d0; // TArray<FortMobileInteractionComponent*>
        inline uint64_t MinimapIconColorFiftyFiftyPlayer = 0x58e0; // FLinearColor
        inline uint64_t MaxIndicatorVisibilityDistForReplays = 0x58f0; // float
        inline uint64_t ConsumableUseAudio = 0x58f8; // AudioComponent*
        inline uint64_t InAirAudioParameterValue = 0x5900; // float
        inline uint64_t InAirAudioFallDistanceThreshold = 0x5904; // float
        inline uint64_t WalkDustActivateSpeed = 0x590c; // float
        inline uint64_t WalkDustResetSpeed = 0x5914; // float
        inline uint64_t RunParticleActivateSpeed = 0x591c; // float
        inline uint64_t ImmersionDepthToSplashScaleInput_Min = 0x5934; // float
        inline uint64_t ImmersionDepthToSplashScaleInput_Max = 0x5938; // float
        inline uint64_t ImmersionDepthToSplashScaleOutput_Min = 0x593c; // float
        inline uint64_t ImmersionDepthToSplashScaleOutput_Max = 0x5940; // float
        inline uint64_t SoundFX_WaterExit_3P = 0x5948; // SoundBase*
        inline uint64_t SoundFX_WaterExit_1P = 0x5950; // SoundBase*
        inline uint64_t SoundFX_WaterEntry_3P = 0x5958; // SoundBase*
        inline uint64_t SoundFX_WaterEntry_1P = 0x5960; // SoundBase*
        inline uint64_t WaterAudioLocationOffset = 0x5968; // FVector
        inline uint64_t WaterAudioVolumeMultiplier_Local = 0x5980; // float
        inline uint64_t WaterAudioVolumeMultiplier_Remote = 0x5984; // float
        inline uint64_t VelocityToWaterEntrySpeedParamInput_Min = 0x5988; // float
        inline uint64_t VelocityToWaterEntrySpeedParamInput_Max = 0x598c; // float
        inline uint64_t VelocityToWaterEntrySpeedParamOutput_Min = 0x5990; // float
        inline uint64_t VelocityToWaterEntrySpeedParamOutput_Max = 0x5994; // float
        inline uint64_t EntrySpeedParameterName = 0x5998; // FName
        inline uint64_t LastHealthPostProcessWeight = 0x599c; // float
        inline uint64_t HealthPostProcessStartTime = 0x59a0; // float
        inline uint64_t HealthPostProcessMuteTime = 0x59a4; // float
        inline uint64_t bIsCreativeGhostModeActivated = 0x59e0; // bool : 0
        inline uint64_t bIsCreativeModeratorModeActivated = 0x59e1; // bool : 0
        inline uint64_t OnCreativeModeratorModeActivatedChanged = 0x59e8; // MulticastInlineDelegateProperty
        inline uint64_t SkinWeightManager = 0x5a38; // FortSkinWeightOverrideManager*
        inline uint64_t InvulnerabilityTags = 0x5ab0; // FGameplayTagContainer
        inline uint64_t UnicornPawnSampler = 0x5ba8; // UnicornAthenaPawnSampler*
        inline uint64_t bShowMarkerIcon = 0x5bb0; // bool : 0
        inline uint64_t MarkerDisplay = 0x5bb8; // FMarkedActorDisplayInfo
        inline uint64_t MarkerPositionOffset = 0x5c68; // FVector
        inline uint64_t bCanBeMarkedAsTeammate = 0x5c80; // bool : 0
        inline uint64_t DamageForceFeedback = 0x5c98; // ForceFeedbackEffect*
        inline uint64_t DamageCameraShakeClass = 0x5ca0; // Class*
        inline uint64_t DamageTagsExcludedFromCameraShake = 0x5ca8; // FGameplayTagContainer
        inline uint64_t UpdateSharedReplicationWhileAttachedCount = 0x5ce0; // int32
        inline uint64_t BP_RotationSpeedWhenTurnedOffByAnim = 0x5ce4; // float
        inline uint64_t BP_RotationSpeedOnDetach = 0x5ce8; // float
        inline uint64_t BP_MaxRotationSpeedWhenAttached = 0x5cec; // float
        inline uint64_t BP_TimeToReachMaxRotationSpeed = 0x5cf0; // float
        inline uint64_t BP_AddedRotationInfluenceFromForwardVectorOnAttach = 0x5cf4; // float
        inline uint64_t YawNegative90 = 0x5cf8; // FRotator
        inline uint64_t CallerID_update_mesh_rotation = 0x5d10; // FString
        inline uint64_t AttachPointNormalizeTolerance = 0x5d20; // float
        inline uint64_t ForwardProjectedNormalizeTolerance = 0x5d24; // float
        inline uint64_t Swinging_AttachBGA = 0x5d28; // BuildingGameplayActor*
        inline uint64_t Swinging_RightVec = 0x5d30; // FVector
        inline uint64_t Swinging_LastAttachTime = 0x5d48; // float
        inline uint64_t bSwingingShouldRotateMesh = 0x5d4c; // bool : 0
        inline uint64_t bSwinging_UseProgrammaticRotation = 0x5d4d; // bool : 0
        inline uint64_t bImprovedDBNOEnabled = 0x5d4e; // bool : 0
        inline uint64_t DBNORevivingActorsCount = 0x5d4f; // uint8
        inline uint64_t RimLightComponent = 0x5d58; // FortPlayerPawnAthenaRimLight*
        inline uint64_t TornOffLifespan = 0x5d60; // float
        inline uint64_t VoiceChatComp = 0x5d68; // AudioComponent*
        inline uint64_t OnVoiceChatComponetCreated = 0x5d78; // MulticastInlineDelegateProperty
        inline uint64_t OnVoiceChatComponentCreated = 0x5d88; // MulticastInlineDelegateProperty
        inline uint64_t OnVoiceChatComponentStopped = 0x5d98; // MulticastInlineDelegateProperty
        inline uint64_t OnVoiceChatSoundAttenuationSettingsChanged = 0x5da8; // MulticastInlineDelegateProperty
    }

    namespace FortWeaponModManager {
        inline uint64_t WeaponModBucketRegistryType = 0x48; // FDataRegistryType
        inline uint64_t WorldMeshActor = 0x50; // WeaponModManagerMeshActor*
        inline uint64_t WeaponInstanceData = 0x58; // TArray<FortWeaponModManagerWeaponInstanceData>
        inline uint64_t PickupInstanceData = 0x68; // TArray<FortWeaponModManagerPickupInstanceData>
        inline uint64_t TrackedPickupSMComps = 0x78; // TMap<FortPickup*, FortWeaponModTrackedPickupSMCompData>
        inline uint64_t WeaponModPriorityList = 0x88; // TArray<FortWeaponModPriorityEntry>
        inline uint64_t PerfMeshDataCache = 0x98; // TMap<int32, FWeaponModStaticMeshData>
        inline uint64_t AutonomousProxyPlayers = 0xb0; // TArray<FortPlayerControllerAthena*>
        inline uint64_t AutoApplyModDataAsset = 0xc8; // FortWeaponPickupSpawnModData*
        inline uint64_t ApplyWeaponModData = 0x108; // TArray<FAutoApplyWeaponModData>
        inline uint64_t TagToBucketDataCache = 0x118; // TMap<FortWeaponModBucket, FProperty>
    }

    namespace FortWeaponModSetData {
        inline uint64_t ModSetName = 0x30; // FText
        inline uint64_t CommonRarityMods = 0x40; // TArray<FortModSetModEntry>
        inline uint64_t UncommonRarityMods = 0x50; // TArray<FortModSetModEntry>
        inline uint64_t RareRarityMods = 0x60; // TArray<FortModSetModEntry>
        inline uint64_t EpicRarityMods = 0x70; // TArray<FortModSetModEntry>
        inline uint64_t LegendaryRarityMods = 0x80; // TArray<FortModSetModEntry>
    }

    namespace FortWeaponRangedDual {
        inline uint64_t LeftHandWeaponMesh = 0x2968; // SkeletalMeshComponentBudgeted*
        inline uint64_t bSyncFiringHand = 0x2970; // bool : 0
        inline uint64_t bCustomHandChanging = 0x2970; // bool : 1
        inline uint64_t bStopBothHandsOnMontageBlendingOut = 0x2970; // bool : 2
        inline uint64_t LeftHandFireAnimation = 0x2978; // AnimMontage*
        inline uint64_t LeftCockingAnimation = 0x2980; // AnimMontage*
        inline uint64_t LeftHandFireDownsightsAnimation = 0x2988; // AnimMontage*
        inline uint64_t LeftWeaponFireMontage = 0x2990; // AnimMontage*
        inline uint64_t LeftWeaponFireDownsightsMontage = 0x2998; // AnimMontage*
        inline uint64_t LeftWeaponCockingMontage = 0x29a0; // AnimMontage*
        inline uint64_t LeftWeaponReloadMontage = 0x29a8; // AnimMontage*
        inline uint64_t OnHandFired = 0x29b0; // MulticastInlineDelegateProperty
        inline uint64_t ParticleSystem_SpawnedShells_Right = 0x29c0; // ParticleSystemComponent*
        inline uint64_t ParticleSystem_SpawnedShells_Left = 0x29c8; // ParticleSystemComponent*
        inline uint64_t Niagara_SpawnedShells_Right = 0x29d0; // NiagaraComponent*
        inline uint64_t Niagara_SpawnedShells_Left = 0x29d8; // NiagaraComponent*
        inline uint64_t LastFireHand = 0x29e0; // EDualWeaponHand
    }

    namespace FortGameModeSummaryVM {
        inline uint64_t FakeData = 0x68; // OptionalProperty
        inline uint64_t LocalPlayer = 0x88; // LocalPlayer*
        inline uint64_t GameModeName = 0x90; // FName
        inline uint64_t SeasonInfos = 0x98; // TArray<FortGameModeSeasonInfoVM*>
    }

    namespace FortGameStateFrontEnd {
        inline uint64_t MiniMapInterface = 0x800; // TScriptInterface<FortMiniMapInterface>
        inline uint64_t MiniMapManagerClass = 0x810; // Class*
        inline uint64_t RegisteredSTWComponents = 0x818; // TArray<GameStateComponent*>
    }

    namespace FortGameStateSurvival {
        inline uint64_t bFireEndOfDayDelegate = 0x1118; // bool : 0
        inline uint64_t TimeToDelayEndOfDayZoneScoreWidgetDisplay = 0x111c; // float
    }

    namespace FortPawnComponent_Mud {
        inline uint64_t CurieFireTag = 0xc8; // FGameplayTag
        inline uint64_t SlidingTag = 0xcc; // FGameplayTag
        inline uint64_t SprintingTag = 0xd0; // FGameplayTag
        inline uint64_t AttachParentCoveredEventTag = 0xd4; // FGameplayTag
        inline uint64_t CreatureSprintingTag = 0xd8; // FGameplayTag
    }

    namespace FortPawnDamagedParams {
        inline uint64_t DamagedPawn = 0x28; // FortPawn*
        inline uint64_t DamagedController = 0x30; // Controller*
        inline uint64_t DamagedBy = 0x38; // Controller*
        inline uint64_t Tags = 0x48; // FGameplayTagContainer
    }

    namespace FortPawnSpinParamsObj {
        inline uint64_t bReplicatedFlag = 0x28; // bool : 0
        inline uint64_t SpinParams = 0x2c; // FortPawnSpinParams
    }

    namespace FortPawnTickSubsystem {
        inline uint64_t Pawns = 0x60; // TArray<FortPlayerPawn*>
    }

    namespace FortPlayerStateAthena {
        inline uint64_t PersonalLobbyAction = 0xe8c; // int32
        inline uint64_t RespawnData = 0xe90; // FortRespawnData
        inline uint64_t OnSquadIdChangedDelegate = 0xf00; // MulticastInlineDelegateProperty
        inline uint64_t bHasWonAGame = 0xf40; // bool : 0
        inline uint64_t TeamKillScore = 0xf44; // int32
        inline uint64_t KillsWhileAthenaGadgetEquippedMap = 0xf48; // TMap<AthenaGadgetItemDefinition*, int32>
        inline uint64_t DamageDealtToBigHealthProps = 0xf58; // TMap<FString, float>
        inline uint64_t AlwaysIncludeTeamAsAllies = 0xf68; // bool : 0
        inline uint64_t TeamIndex = 0xf69; // uint8
        inline uint64_t TeamScorePlacement = 0xf6c; // int32
        inline uint64_t TeamScore = 0xf70; // int32
        inline uint64_t bTeamPlacementLocked = 0xf74; // bool : 0
        inline uint64_t Place = 0xf78; // int32
        inline uint64_t DownScore = 0xf7c; // int32
        inline uint64_t KillScore = 0xf80; // int32
        inline uint64_t SeasonLevelUIDisplay = 0xf84; // int32
        inline uint64_t HumanKillScore = 0xf8c; // int32
        inline uint64_t AIKillCount = 0xfcc; // int32
        inline uint64_t NumChestsOpened = 0xfd4; // int32
        inline uint64_t NumAmmoCansOpened = 0xfdc; // int32
        inline uint64_t NumSupplyDropsOpened = 0xfe4; // int32
        inline uint64_t NumLlamasOpened = 0xfec; // int32
        inline uint64_t NumForagedItemsConsumed = 0xff4; // int32
        inline uint64_t NumMinutesAlive = 0xffc; // int32
        inline uint64_t NumBronzeCoinsCollected = 0x1004; // int32
        inline uint64_t NumSilverCoinsCollected = 0x100c; // int32
        inline uint64_t NumGoldCoinsCollected = 0x1014; // int32
        inline uint64_t TotalPlayerScore = 0x101c; // int32
        inline uint64_t PointsAddedToScore = 0x1020; // MulticastInlineDelegateProperty
        inline uint64_t TeamScoreChanged = 0x1030; // MulticastInlineDelegateProperty
        inline uint64_t TeamPlacementChanged = 0x1040; // MulticastInlineDelegateProperty
        inline uint64_t TeamPlacementLockChanged = 0x1050; // MulticastInlineDelegateProperty
        inline uint64_t PlaceChanged = 0x1060; // MulticastInlineDelegateProperty
        inline uint64_t TeamAverageDamageChanged = 0x1070; // MulticastInlineDelegateProperty
        inline uint64_t MatchAbandonStateChanged = 0x1080; // MulticastInlineDelegateProperty
        inline uint64_t OnRespawnTimeReplicated = 0x1090; // MulticastInlineDelegateProperty
        inline uint64_t ActiveBeingRebootedChanged = 0x10a0; // MulticastInlineDelegateProperty
        inline uint64_t StormSurgeEffectCount = 0x10c0; // uint8
        inline uint64_t TeamAverageDamage = 0x10c2; // int16
        inline uint64_t SquadId = 0x10c4; // uint8
        inline uint64_t bThankedBusDriver = 0x10c5; // bool : 0
        inline uint64_t bDidNotThankBusDriver = 0x10c5; // bool : 1
        inline uint64_t bUsingAnonymousMode = 0x10c5; // bool : 2
        inline uint64_t bUsingAnonymousCharacterMode = 0x10c5; // bool : 3
        inline uint64_t bShowingSeasonLevel = 0x10c5; // bool : 4
        inline uint64_t PlayerNameCustomOverride = 0x10c8; // FText
        inline uint64_t bHidingOtherPlayersNames = 0x10d8; // bool : 0
        inline uint64_t bIsTalking = 0x1158; // bool : 0
        inline uint64_t bIsMuted = 0x1159; // bool : 0
        inline uint64_t OnPersistenceErrorTypeChanged = 0x1358; // MulticastInlineDelegateProperty
        inline uint64_t OnOvershieldStateChanged = 0x1368; // MulticastInlineDelegateProperty
        inline uint64_t MetricInformation = 0x13a0; // FDetailedMetricInformation
        inline uint64_t SimpleMetricInformation = 0x13b0; // FSimpleMetricInformation
        inline uint64_t SecondsAlive = 0x1428; // int32
        inline uint64_t TimeOfPawnCreation = 0x142c; // int32
        inline uint64_t bActiveBeingRebooted = 0x1430; // bool : 0
        inline uint64_t bIsDisconnected = 0x1432; // bool : 0
        inline uint64_t GameModeIcon = 0x1468; // Texture2D*
        inline uint64_t DeathInfo = 0x1488; // FDeathInfo
        inline uint64_t ChangeTeamInfo = 0x1548; // FChangeTeamInfo
        inline uint64_t ServerTimeForRespawn = 0x1570; // float
        inline uint64_t ResurrectionChipAvailable = 0x15d8; // FortResurrectionData
        inline uint64_t bResurrectingNow = 0x1600; // bool : 0
        inline uint64_t bRespawningFromRespawnData = 0x1601; // bool : 0
        inline uint64_t RebootCounter = 0x1604; // int32
        inline uint64_t InteractingRebootVan = 0x1608; // TScriptInterface<SpawnMachineInterface>
        inline uint64_t InteractingRebootVanCheck = 0x1618; // FTimerHandle
        inline uint64_t InteractingRebootVanTimeout = 0x1620; // FTimerHandle
        inline uint64_t MatchAbandonState = 0x162c; // EMatchAbandonState
        inline uint64_t bIsAModerationBot = 0x162e; // bool : 0
        inline uint64_t bIsAnAthenaGameParticipant = 0x162f; // bool : 0
        inline uint64_t bIsContributingToOverbudgetHeatmap = 0x162f; // bool : 1
        inline uint64_t VerseVoiceChannelName = 0x1630; // FString
        inline uint64_t EOSProductUserId = 0x1648; // FString
        inline uint64_t BotUniqueId = 0x1658; // FUniqueNetIdRepl
        inline uint64_t bPreserveSquad = 0x1698; // bool : 0
        inline uint64_t KeepPlayingTogetherVotingStatus = 0x16b8; // EKeepPlayingTogetherVotingStatus
        inline uint64_t KeepPlayingTogetherMatchmakingRegion = 0x16d8; // FString
        inline uint64_t KeepPlayingTogetherMatchmakingId = 0x1700; // FString
        inline uint64_t InitialSquadSize = 0x1728; // uint8
        inline uint64_t SquadSizeIncrements = 0x1729; // uint8
        inline uint64_t SquadSizeDecrements = 0x172a; // uint8
        inline uint64_t PersistenceErrorType = 0x1770; // ECreativePersistenceErrorTypes
        inline uint64_t LocalSpecialActorData = 0x1778; // FortMutatorContext*
    }

    namespace FortWeaponRangedProxy {
        inline uint64_t HostPawn = 0x2968; // FortPawn*
        inline uint64_t bIsHostWeaponDisabled = 0x2970; // bool : 0
        inline uint64_t bDisablePreviousWeaponStowOnEquip = 0x2971; // bool : 0
    }

    namespace BuildingActorViewModel {
        inline uint64_t CurrentHealth = 0x68; // float
        inline uint64_t CurrentHealthPercent = 0x6c; // float
    }

    namespace FortGameModePickup_Wax {
        inline uint64_t bIsFirstGeneration = 0x790; // bool : 0
        inline uint64_t AmountOfTokens = 0x794; // int32
        inline uint64_t HeightAboveTerrianDropPickupAt = 0x7a0; // FScalableFloat
        inline uint64_t HeightAboveTerrainPickupLandAt = 0x7c8; // FScalableFloat
        inline uint64_t RandomTossAngleTowardsCenter = 0x7f0; // FScalableFloat
        inline uint64_t TimeUntilDespawn_OutsideStorm = 0x818; // FScalableFloat
        inline uint64_t TimeUntilDespawn_InsideStorm = 0x840; // FScalableFloat
        inline uint64_t DrawOnCompassDistance = 0x868; // FScalableFloat
        inline uint64_t DrawOnCompassBrush = 0x890; // FSlateBrush
        inline uint64_t DrawOnMapBrush = 0x940; // FSlateBrush
        inline uint64_t UseInteractText_SingleCoin = 0x9f0; // FText
        inline uint64_t UseInteractText_MultipleCoins = 0xa00; // FText
    }

    namespace FortInventorySubsystem {
        inline uint64_t OnItemAddedDelegate = 0x30; // MulticastInlineDelegateProperty
        inline uint64_t OnItemRemovedDelegate = 0x40; // MulticastInlineDelegateProperty
        inline uint64_t OnViewTargetInventoryUpdatedDelegate = 0x50; // MulticastInlineDelegateProperty
    }

    namespace FortPlayerStateEndless {
        inline uint64_t BluGloActivityScore = 0xea8; // int32
    }

    namespace FortPlayerStateOutpost {
        inline uint64_t bHasPermissionToEditOutpost = 0xea8; // bool : 0
    }

    namespace FortWeaponAnimInstance {
        inline uint64_t bWantsReducedWork = 0x338; // bool : 0
        inline uint64_t bIsTargeting = 0x339; // bool : 0
        inline uint64_t bCurrentlyShooting = 0x33a; // bool : 0
        inline uint64_t bIsCrouched = 0x33b; // bool : 0
        inline uint64_t bIsMovingOnFoot = 0x33c; // bool : 0
        inline uint64_t AmmoRemaining = 0x340; // int32
        inline uint64_t bIsReloading = 0x344; // bool : 0
        inline uint64_t FireRate = 0x348; // double
        inline uint64_t BulletsPerClip = 0x350; // int32
        inline uint64_t OwnerPawnLODLevel = 0x354; // int32
    }

    namespace FortWeaponFireModeData {
        inline uint64_t FireModeDataDelay = 0x28; // float
        inline uint64_t TracerTemplate = 0x30; // Class*
        inline uint64_t bOverrideImpactSurfaceEffects = 0x38; // bool : 0
        inline uint64_t ImpactPhysicalSurfaceEffects = 0x40; // ParticleSystem*
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectAssets = 0x158; // TArray<NiagaraSystem*>
        inline uint64_t BeamParticleSystem = 0x168; // ParticleSystem*
        inline uint64_t BeamNiagaraSystemAsset = 0x170; // NiagaraSystem*
        inline uint64_t bOverrideImpactSurfaceSounds = 0x178; // bool : 0
        inline uint64_t ImpactPhysicalSurfaceSounds = 0x180; // SoundBase*
        inline uint64_t MuzzleParticleSystem = 0x298; // ParticleSystem*
        inline uint64_t MuzzleNiagaraSystem = 0x2a0; // NiagaraSystem*
        inline uint64_t WeaponSoundLibraries = 0x2a8; // TArray<SoundLibrary*>
        inline uint64_t PrimaryFireSound1P = 0x2b8; // SoundBase*
        inline uint64_t bOverridePrimaryFireSoundArray = 0x2c0; // bool : 0
        inline uint64_t PrimaryFireSound = 0x2c8; // SoundBase*
        inline uint64_t OverrideWeaponFireMontage = 0x2e0; // AnimMontage*
        inline uint64_t OverrideWeaponFireDownsightsMontage = 0x2e8; // AnimMontage*
        inline uint64_t OverrideWeaponFireFromCrouchWalkMontage = 0x2f0; // AnimMontage*
        inline uint64_t OverrideWeaponReloadMontage = 0x2f8; // AnimMontage*
        inline uint64_t OverridePawnReloadMontage = 0x300; // AnimMontage*
        inline uint64_t bShouldOverrideReloadType = 0x308; // bool : 0
        inline uint64_t OverrideReloadType = 0x309; // EFortWeaponReloadType
        inline uint64_t OverrideReloadDuration = 0x30c; // float
    }

    namespace FortWeaponModAudioData {
        inline uint64_t SoundLibraries = 0x28; // TArray<TSoftObjectPtr<SoundLibrary>>
        inline uint64_t MetaSoundPatch1P = 0x38; // TSoftObjectPtr<MetaSoundPatch>
        inline uint64_t MetaSoundPatch3P = 0x58; // TSoftObjectPtr<MetaSoundPatch>
        inline uint64_t SortOrder = 0x78; // int32
    }

    namespace FortGameModeSummariesVM {
        inline uint64_t FakeData = 0x68; // OptionalProperty
        inline uint64_t LocalPlayer = 0x80; // LocalPlayer*
        inline uint64_t GameModeSummaries = 0x88; // TArray<FortGameModeSummaryVM*>
    }

    namespace FortPawnComponent_Focus {
        inline uint64_t FocusTargetStack = 0xc8; // FocusTargetStack
    }

    namespace FortPawnComponent_Scale {
        inline uint64_t ScaleParams = 0xc8; // FortPawnScaleComponentParams
    }

    namespace FortPawnComponent_Sleep {
        inline uint64_t OnBeginSleepEffects = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSleepEffects = 0xd8; // MulticastInlineDelegateProperty
        inline uint64_t bCanSleep = 0x118; // bool : 0
        inline uint64_t bIsSleeping = 0x118; // bool : 1
        inline uint64_t bShouldStartSleeping = 0x118; // bool : 2
        inline uint64_t SleepForTheseGoalActorsQuery = 0x120; // FGameplayTagQuery
    }

    namespace FortPickupManagerWidget {
        inline uint64_t Panel_AllResources = 0x370; // PanelWidget*
        inline uint64_t CurrentSpendableVisibleWidget = 0x378; // TWeakObjectPtr<FortResourceWidget>
        inline uint64_t GoldSpendablesActorTags = 0x380; // FGameplayTagContainer
        inline uint64_t OverlapGoldSpendableSphereRadius = 0x3a0; // float
        inline uint64_t ResourceWidgets = 0x3a8; // TArray<FortResourceWidget*>
    }

    namespace FortPlayerControllerPvE {
        inline uint64_t bForceAutoSlotWeaponsAtStart = 0x37f4; // bool : 0
        inline uint64_t bRecycleBrokenWeapons = 0x37f5; // bool : 0
        inline uint64_t MinTimeBetweenReinitProfileUpdateHero = 0x380c; // float
        inline uint64_t MinTimeBetweenCosmeticRefresh = 0x3810; // float
        inline uint64_t AutoImproveBuildingActor = 0x3830; // BuildingSMActor*
        inline uint64_t CachedPrimaryQuickBarRecord = 0x3848; // FQuickBar
        inline uint64_t CachedSecondaryQuickBarRecord = 0x38b8; // FQuickBar
        inline uint64_t HeroLoadoutGadgets = 0x3928; // TArray<FortGadgetItemDefinition*>
        inline uint64_t HeroAbilityGadgets = 0x3938; // TArray<FortGadgetItemDefinition*>
        inline uint64_t IdleWarningAnnouncement = 0x3948; // FortClientAnnouncement_Basic*
        inline uint64_t IdleWarningUpdateTimerHandle = 0x3950; // FTimerHandle
        inline uint64_t IdleKickEstimatedTime = 0x3958; // float
        inline uint64_t OnPostTeleportPlayerVictoryScreen = 0x3960; // MulticastInlineDelegateProperty
        inline uint64_t SquadCommsBank = 0x3970; // FortSquadCommsBank_STW*
        inline uint64_t SquadCommsBankPath = 0x3978; // FSoftObjectPath
        inline uint64_t MarkerWidgetClass = 0x3990; // TSoftClassPtr<UserWidget>
        inline uint64_t MarkerActorClass = 0x39b0; // TSoftClassPtr<FortPlayerMarkerBase>
        inline uint64_t bEnableSTWAccoladeRedeem = 0x3a00; // bool : 0
    }

    namespace FortWeaponPickaxeAthena {
        inline uint64_t SwingVFX = 0x1a00; // FXSystemComponent*
        inline uint64_t IdleVFX = 0x1a08; // FXSystemComponent*
        inline uint64_t AnimTrailsPSC = 0x1a10; // FXSystemComponent*
        inline uint64_t AnimTrailsPSCTemplate = 0x1a18; // ParticleSystem*
        inline uint64_t AnimTrailsNiagaraAsset = 0x1a20; // NiagaraSystem*
        inline uint64_t bUseAnimTrailsPSC = 0x1a28; // bool : 0
        inline uint64_t AnimTrailsFirstSocketName = 0x1a2c; // FName
        inline uint64_t AnimTrailsSecondSocketName = 0x1a30; // FName
        inline uint64_t AnimTrailsWidth = 0x1a34; // float
        inline uint64_t IdleFXSocketName = 0x1a38; // FName
        inline uint64_t SwingFXSocketName = 0x1a3c; // FName
        inline uint64_t GenericImpactSound = 0x1a40; // SoundBase*
        inline uint64_t Material0MID = 0x1a48; // MaterialInstanceDynamic*
        inline uint64_t bWatchKills = 0x1a50; // bool : 0
        inline uint64_t WatchedKills = 0x1a54; // float
        inline uint64_t bCandyCaneKillReaction = 0x1a58; // bool : 0
        inline uint64_t CQCEnemyAudio = 0x1a60; // SoundBase*
        inline uint64_t PokeAnimationsToCheckForOnImpact = 0x1a68; // TArray<AnimMontage*>
        inline uint64_t PickaxeHarvestingMontage = 0x1a78; // AnimMontage*
        inline uint64_t ImpactFXInternal = 0x1a88; // FXSystemComponent*
        inline uint64_t HitWeakSpotFXParameterResetTimer = 0x1a90; // FTimerHandle
        inline uint64_t CachedCosmeticItemDefinition = 0x1a98; // AthenaPickaxeItemDefinition*
        inline uint64_t SoftFallbackMesh = 0x1aa8; // TSoftObjectPtr<SkeletalMesh>
        inline uint64_t LoadedFallbackMesh = 0x1ac8; // SkeletalMesh*
        inline uint64_t SoftFallbackFireSound = 0x1ad0; // TSoftObjectPtr<SoundBase>
        inline uint64_t LoadedFallbackFireSound = 0x1af0; // SoundBase*
        inline uint64_t CosmeticData = 0x1af8; // FortAthenaLoadout
        inline uint64_t CosmeticLoadoutData = 0x1bf8; // FCosmeticLoadout
        inline uint64_t CosmeticLoadoutReplicator = 0x1c38; // FortAthenaLoadoutReplicator
        inline uint64_t CosmeticDataComponent = 0x1d88; // CosmeticDataComponent*
        inline uint64_t WeaponMeshTransformOffset = 0x1d90; // FTransform
        inline uint64_t FrontendFXParameterName = 0x1df0; // FName
        inline uint64_t IdleFXAttachmentRules = 0x1df4; // FPickaxeFXAttachmentRules
        inline uint64_t SwingFXAttachmentRules = 0x1df7; // FPickaxeFXAttachmentRules
        inline uint64_t bUseWeakpointImpactFX = 0x1dfa; // bool : 0
    }

    namespace FortWeaponRangedTowHook {
        inline uint64_t TowHook = 0x2968; // FortPhysicsTowHook*
        inline uint64_t TowHookParams = 0x2970; // FTowHookParams
    }

    namespace FortGameModeHestiaBeauty {
        inline uint64_t OwnedZoneComponent = 0xb80; // FortGameModeComponent_OwnedZone*
    }

    namespace FortGameModeSeasonInfoVM {
        inline uint64_t FakeData = 0x68; // OptionalProperty
        inline uint64_t LocalPlayer = 0x80; // LocalPlayer*
        inline uint64_t GameModeName = 0x88; // FName
        inline uint64_t SeasonId = 0x90; // FString
    }

    namespace FortPawnComponent_AIJump {
        inline uint64_t UpAction = 0x112; // EGeneratedJumpVerticalLinkAction
        inline uint64_t DownAction = 0x113; // EGeneratedJumpVerticalLinkAction
    }

    namespace FortPawnComponent_BaseCC {
        inline uint64_t ActiveOptions = 0xf8; // CustomControlOptions_Base*
        inline uint64_t HighestPriorityOptions = 0x100; // CustomControlOptions_Base*
        inline uint64_t OwnedOptions = 0x118; // TArray<CustomControlOptions_Base*>
    }

    namespace FortPawnComponent_LookAt {
        inline uint64_t CurrentTarget = 0xc8; // TWeakObjectPtr<Actor>
    }

    namespace FortPawnComponent_Tether {
        inline uint64_t TetherPawn = 0xd0; // TWeakObjectPtr<Pawn>
        inline uint64_t TetherPawnSavedCullDistanceSquared = 0xd8; // float
        inline uint64_t bTetheredWithoutWeapon = 0xdc; // bool : 0
        inline uint64_t bPressedTetheredBoost = 0xdd; // bool : 0
        inline uint64_t bAllowVehicleTether = 0xfc; // bool : 0
        inline uint64_t TetherSweetSpotRange = 0x100; // FVector2D
        inline uint64_t TetherAccelerationRange = 0x110; // FVector2D
        inline uint64_t TetherSlackLength = 0x120; // float
        inline uint64_t TetherCatchupLength = 0x124; // float
        inline uint64_t TetherViewPlayerLength = 0x128; // float
        inline uint64_t TetherBreakLength = 0x12c; // float
        inline uint64_t TetheredSpeedToBackOff = 0x130; // float
        inline uint64_t TetheredMaxSpeed = 0x134; // float
        inline uint64_t TetheredMovementAccelBackOff = 0x138; // float
        inline uint64_t TetheredMovementAccelNudge = 0x13c; // float
        inline uint64_t TetheredMovementGroundFrictionMultiplier = 0x140; // float
        inline uint64_t TetheredMovementWaterFrictionMultiplier = 0x144; // float
        inline uint64_t TetheredMovementMaxAccel = 0x148; // float
        inline uint64_t SetViewTargetToTetherPawnDelayTime = 0x14c; // float
        inline uint64_t SetViewTargetToTetherPawnBlendTime = 0x150; // float
        inline uint64_t TetherJumpServerCorrectionExpansionTime = 0x154; // float
        inline uint64_t TetherInitialYankLaunchZ = 0x158; // float
        inline uint64_t TetherRopeMesh = 0x160; // StaticMesh*
        inline uint64_t TetherRopeMaterial = 0x168; // MaterialInterface*
        inline uint64_t TetherRopeComp = 0x170; // StaticMeshComponent*
        inline uint64_t TetherRopeRodMesh = 0x178; // SkeletalMesh*
        inline uint64_t TetherRopeRodComp = 0x180; // SkeletalMeshComponent*
        inline uint64_t TetherRightInput = 0x188; // float
        inline uint64_t TetheredInputComponent = 0x190; // InputComponent*
        inline uint64_t TetheredExitHoldTime = 0x1a0; // float
    }

    namespace FortPawnScriptedBehavior {
        inline uint64_t ActionTemplates = 0x28; // TArray<FScriptedAction>
        inline uint64_t ScriptedBehaviors = 0x38; // TArray<FScriptedBehavior>
        inline uint64_t CurrentBehavior = 0x48; // FScriptedBehavior
        inline uint64_t ScriptComplete = 0x68; // MulticastInlineDelegateProperty
    }

    namespace FortPlayerControllerBoss {
        inline uint64_t LastPossessedPawn = 0x3a10; // FName
    }

    namespace FortPlayerControllerZone {
        inline uint64_t OnBeginSkydiving = 0x3120; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSkydiving = 0x3130; // MulticastInlineDelegateProperty
        inline uint64_t OnBeginSkydivingFromBus = 0x3140; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSkydivingFromBus = 0x3150; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleSeatTransitionTargetIndexChange = 0x3160; // MulticastInlineDelegateProperty
        inline uint64_t OnStartedRespawn = 0x3170; // MulticastInlineDelegateProperty
        inline uint64_t LastVehicleSeatSwitchTime = 0x3180; // float
        inline uint64_t PlayerToSpectateOnDeath = 0x3190; // Pawn*
        inline uint64_t NumRefundForceQueryProfileRequestsInFlight = 0x319c; // int32
        inline uint64_t GadgetTrackedAttributeItemInstanceIds = 0x31a0; // TSet<MulticastSparseDelegateProperty>
        inline uint64_t TriggerHapticsComponent = 0x31f8; // FortControllerComponent_TriggerHaptics*
        inline uint64_t SpectatorModeComponent = 0x3200; // FortControllerComponent_SpectatorMode*
        inline uint64_t PurchaseCatalogEntryComponent = 0x3208; // FortControllerComponent_PurchaseCatalogEntry*
        inline uint64_t RefundMtxPurchaseComponent = 0x3210; // FortControllerComponent_RefundMtxPurchase*
        inline uint64_t DeathInputComponent = 0x3218; // InputComponent*
        inline uint64_t RemoteControlledPawnInputComponent = 0x3220; // InputComponent*
        inline uint64_t MarkerComponent = 0x3228; // AthenaMarkerComponent*
        inline uint64_t bUseDeferredFireInputs = 0x3250; // bool : 0
        inline uint64_t PlayerDeathReport = 0x3278; // FortPlayerDeathReport
        inline uint64_t bClientNotifiedOfPawnDied = 0x33a0; // bool : 0
        inline uint64_t bEnterCameraModeOnDeath = 0x33a1; // bool : 0
        inline uint64_t MPCForReticles = 0x33a8; // MaterialParameterCollection*
        inline uint64_t MPCForReticlesParamName = 0x33b0; // FName
        inline uint64_t PlayerLeecherStatus = 0x33b4; // ELeecherStatus
        inline uint64_t OnPossessedPawnDied = 0x33d0; // MulticastInlineDelegateProperty
        inline uint64_t HUDTargetUnderReticle = 0x34d0; // TScriptInterface<FortHUDTargetUnderReticleInterface>
        inline uint64_t RejoinablePartyMembers = 0x34e0; // TArray<FUniqueNetIdRepl>
        inline uint64_t LastScoreEarnedTime = 0x3500; // float
        inline uint64_t VehicleSeatTransitionTargetIndex = 0x3520; // int32
        inline uint64_t VoiceChatChannel = 0x3528; // FVoiceChatChannelInfo
        inline uint64_t VoiceChatCachedTokenLifetimeSeconds = 0x3598; // float
        inline uint64_t DesyncNotifyList = 0x35b0; // TArray<Actor*>
        inline uint64_t bJetpackExecuteToggle = 0x3618; // bool : 0
        inline uint64_t bAllowMovementCancellableActionsWithIceFeet = 0x3619; // bool : 0
        inline uint64_t bAllowMovementCancellableActionsDuringInputWithIceFeet = 0x361a; // bool : 0
        inline uint64_t MoveForwardOnlyEmoteCancelBackwardsThreshold = 0x361c; // float
        inline uint64_t MoveForwardOnlyEmoteCancelStrafeThreshold = 0x3620; // float
        inline uint64_t NonTraversalEmoteCancelForwardThreshold = 0x3624; // float
        inline uint64_t MovementCancellableActionLeashLength = 0x3628; // FScalableFloat
        inline uint64_t MovementCancellableActionLeashLocation = 0x3658; // FVector
        inline uint64_t MovementCancellableActionStartingLeashLocation = 0x3670; // FVector
        inline uint64_t UpdateSurfaceTypeMinimumLength = 0x3688; // FScalableFloat
        inline uint64_t UpdateSurfaceTypeMinimumDelay = 0x36b0; // FScalableFloat
        inline uint64_t MovementCancellableActionComponentClass = 0x36f8; // Class*
        inline uint64_t AutorunAnalyticsDataArray = 0x3750; // TArray<FAutorunUsageData>
        inline uint64_t ClientSubmitLogsLockoutIntervalSeconds = 0x3760; // double
        inline uint64_t bPlaceDangerMarkerWhenTargeting = 0x3798; // bool : 0
        inline uint64_t MinQuickChatCooldown = 0x379c; // float
        inline uint64_t QuickChatOffCooldownTime = 0x37a0; // float
    }

    namespace FortWeaponEventSubsystem {
        inline uint64_t ActiveWeaponEventHandler = 0x38; // TScriptInterface<FortWeaponEventHandlerInterface>
    }

    namespace FortWeaponItemDefinition {
        inline uint64_t WeaponActorClass = 0xc0; // TSoftClassPtr<FortWeapon>
        inline uint64_t WeaponMeshOverride = 0xe0; // TSoftObjectPtr<SkeletalMesh>
        inline uint64_t bHideWeaponDefaultActorMeshUntilCosmeticsInitialized = 0x100; // bool : 0
        inline uint64_t IntrinsicOverrideWrap = 0x108; // TSoftObjectPtr<AthenaItemWrapDefinition>
        inline uint64_t WeaponStatHandle = 0x128; // FDataTableRowHandle
        inline uint64_t AbilitySet = 0x148; // TSoftObjectPtr<FortAbilitySet>
        inline uint64_t AlterationSlotsLoadoutRow = 0x168; // FName
        inline uint64_t BaselineAlterationSlotsLoadoutRow = 0x16c; // FName
        inline uint64_t BaseAlteration = 0x170; // TSoftObjectPtr<FortAlterationItemDefinition>
        inline uint64_t BaseCosmeticAlteration = 0x190; // TSoftObjectPtr<FortAlterationItemDefinition>
        inline uint64_t PrimaryFireAbility = 0x1b0; // TSoftClassPtr<FortGameplayAbility>
        inline uint64_t SecondaryFireAbility = 0x1f0; // TSoftClassPtr<FortGameplayAbility>
        inline uint64_t EquippedAbilities = 0x230; // TArray<TSoftClassPtr<FortGameplayAbility>>
        inline uint64_t EquippedAbilitySet = 0x240; // TSoftObjectPtr<FortAbilitySet>
        inline uint64_t AmmoData = 0x260; // TSoftObjectPtr<FortWorldItemDefinition>
        inline uint64_t AdditionalDataFields = 0x280; // TArray<FortWeaponAdditionalData*>
        inline uint64_t LowAmmoPercentage = 0x290; // float
        inline uint64_t TriggerType = 0x294; // EFortWeaponTriggerType
        inline uint64_t SecondaryTriggerType = 0x295; // EFortWeaponTriggerType
        inline uint64_t DisplayTier = 0x296; // EFortDisplayTier
        inline uint64_t bRechargeAmmoToClip = 0x297; // bool : 0
        inline uint64_t bOnlyConsumeSpareAmmoWhenRechargingToTheClip = 0x297; // bool : 1
        inline uint64_t bUsesPhantomReserveAmmo = 0x297; // bool : 2
        inline uint64_t bUsesCustomAmmoType = 0x297; // bool : 3
        inline uint64_t bShowAmmoAsPercent = 0x297; // bool : 4
        inline uint64_t bShowRemainingAmmoOnly = 0x297; // bool : 5
        inline uint64_t bShouldMagazineSizeDisplayInfinity = 0x297; // bool : 6
        inline uint64_t bAllowSecondaryFireToInterruptPrimary = 0x297; // bool : 7
        inline uint64_t bAllowTargetingDuringReload = 0x298; // bool : 0
        inline uint64_t bTargetingPreventsReload = 0x298; // bool : 1
        inline uint64_t bAllowAutoReload = 0x298; // bool : 2
        inline uint64_t bCanFireWhileInstigatorTethered = 0x298; // bool : 3
        inline uint64_t bCanFireWhileNotTargetedInVehicle = 0x298; // bool : 4
        inline uint64_t bPrimaryFireForcesTargetingInVehicle = 0x298; // bool : 5
        inline uint64_t bAlwaysChargeUpToMin = 0x298; // bool : 6
        inline uint64_t bNoFireOnReleaseBeforeMinChargeTime = 0x298; // bool : 7
        inline uint64_t bEndAbilityOnChargeEnd = 0x299; // bool : 0
        inline uint64_t bUpdateLastFireTimeOnDischarge = 0x299; // bool : 1
        inline uint64_t bReticleCornerOutsideSpreadRadius = 0x299; // bool : 2
        inline uint64_t bCanAutofireWithMinimalCharge = 0x299; // bool : 3
        inline uint64_t bShouldAutofireChargedShotWhenTargetAcquired = 0x299; // bool : 4
        inline uint64_t bCanAutofireWhileFalling = 0x299; // bool : 5
        inline uint64_t bShouldAutofireSecondaryAbility = 0x299; // bool : 6
        inline uint64_t AssistTargetType = 0x29a; // EFortWeaponAssistTargetType
        inline uint64_t bValidForLastEquipped = 0x29b; // bool : 0
        inline uint64_t bRequestClientPreload = 0x29b; // bool : 1
        inline uint64_t bEnableWeaponMeshOverrideUpdates = 0x29b; // bool : 2
        inline uint64_t bIsModifiableWeapon = 0x29b; // bool : 3
        inline uint64_t bModsHidden = 0x29b; // bool : 4
        inline uint64_t bEquippedCharacterPartsMatchWeaponVisibility = 0x29b; // bool : 5
        inline uint64_t bForceReticleTrace = 0x29b; // bool : 6
        inline uint64_t HitNotifyDuration = 0x29c; // float
        inline uint64_t ReticleImage = 0x2a0; // TSoftObjectPtr<Texture2D>
        inline uint64_t ReticleCornerAngles = 0x2c0; // TArray<float>
        inline uint64_t ReticleCenterImage = 0x2d0; // TSoftObjectPtr<Texture2D>
        inline uint64_t ReticleCenterPerfectAimImage = 0x2f0; // TSoftObjectPtr<Texture2D>
        inline uint64_t ReticleCenterImageOffset = 0x310; // FVector2D
        inline uint64_t ReticleInvalidTargetImage = 0x320; // TSoftObjectPtr<Texture2D>
        inline uint64_t AnalyticTags = 0x340; // FGameplayTagContainer
        inline uint64_t PlayerGrantedGameplayTags = 0x360; // FGameplayTagContainer
        inline uint64_t CosmeticGatingTags = 0x380; // FGameplayTagContainer
        inline uint64_t ActualAnalyticFNames = 0x3a0; // TArray<FName>
        inline uint64_t RequiredWeaponParent = 0x3b0; // TSoftObjectPtr<AthenaCosmeticItemDefinition>
        inline uint64_t BoneSetsToHide = 0x3d0; // FGameplayTagContainer
        inline uint64_t WeaponMovementSpeedStats = 0x3f0; // FWeaponMovementSpeedStats
        inline uint64_t AimAssistConfiguration = 0x4b0; // FortAimAssistConfiguration*
        inline uint64_t CreativeTagsHelper = 0x4b8; // FortCreativeTagsHelper
    }

    namespace FortWeaponModRuntimeData {
        inline uint64_t SpawnedSubweapons = 0x28; // TMap<FPrimaryAssetId, FortTrackedModSubweaponList>
        inline uint64_t SpawnedStaticMeshes = 0x38; // TMap<FGameplayTag, FortTrackedModStaticMeshData>
        inline uint64_t ActiveRuntimeGEs = 0x48; // TMap<FGameplayTag, FActiveGameplayEffectHandle>
        inline uint64_t CachedAnimData = 0x58; // FWeaponModAnimData
        inline uint64_t ModToAddedLooseTagMap = 0x70; // TMap<FGameplayTagContainer, FProperty>
    }

    namespace FortWeaponModStationBase {
        inline uint64_t MarkerDisplay = 0xb18; // FMarkedActorDisplayInfo
        inline uint64_t MarkerPositionOffset = 0xbc8; // FVector
        inline uint64_t OnForceEndInteractionDelegate = 0xbe0; // MulticastInlineDelegateProperty
    }

    namespace FortWeaponNitroGauntlets {
        inline uint64_t OnUpdatePunchPreview = 0x2968; // MulticastInlineDelegateProperty
        inline uint64_t PunchPreviewAsyncTargetingHandle = 0x2978; // FTargetingRequestHandle
        inline uint64_t GroundPunchTargetingPreset = 0x2980; // TargetingPreset*
        inline uint64_t AirPunchTargetingPreset = 0x2988; // TargetingPreset*
    }

    namespace FortWeaponRanged_Ostrich {
        inline uint64_t ProjectileTemplate = 0x2ab8; // Class*
        inline uint64_t bRocketsOnCooldown = 0x2ac0; // bool : 0
        inline uint64_t bLocalChargingRockets = 0x2ac8; // bool : 0
        inline uint64_t bRocketFireButtonDown = 0x2ac9; // bool : 0
        inline uint64_t RocketAmmoLocal = 0x2acc; // int32
        inline uint64_t ServerLoadedRockets = 0x2ad0; // int32
        inline uint64_t bFiringRockets = 0x2ad4; // bool : 0
        inline uint64_t bUseShotgunSecondBarrel = 0x2ad5; // bool : 0
        inline uint64_t RocketFireTimer = 0x2ad8; // float
        inline uint64_t RocketChargeTimer = 0x2adc; // float
        inline uint64_t FireRate = 0x2ae0; // FScalableFloat
        inline uint64_t AutofireDelay = 0x2b08; // FScalableFloat
        inline uint64_t RocketsCooldown = 0x2b30; // FScalableFloat
        inline uint64_t TimeToLoadOneAmmoCharge = 0x2b58; // FScalableFloat
        inline uint64_t AimPointCacheRange = 0x2b80; // FScalableFloat
        inline uint64_t MinRocketsForFiring = 0x2ba8; // FScalableFloat
        inline uint64_t AmmoPerCharge = 0x2bd0; // FScalableFloat
        inline uint64_t MaxRockets = 0x2bf8; // FScalableFloat
        inline uint64_t SecondaryFireMuzzleName = 0x2c20; // FName
        inline uint64_t SecondaryFireTraceSocket = 0x2c24; // FName
        inline uint64_t ShotgunSecondBarrelMuzzleName = 0x2c28; // FName
        inline uint64_t StartLoadingSectionName = 0x2c2c; // FName
        inline uint64_t RocketChargingLoop = 0x2c30; // AnimMontage*
        inline uint64_t RocketFullyChargedLoop = 0x2c38; // AnimMontage*
        inline uint64_t RocketFire = 0x2c40; // AnimMontage*
        inline uint64_t RocketFireSettle = 0x2c48; // AnimMontage*
        inline uint64_t RocketCooldownLoop = 0x2c50; // AnimMontage*
        inline uint64_t RocketCooldownReady = 0x2c58; // AnimMontage*
        inline uint64_t ShotgunFireSecondBarrel = 0x2c60; // AnimMontage*
        inline uint64_t GamepadHudKeyActionData = 0x2c68; // TArray<FWeaponHudData>
        inline uint64_t LoadRocketTag = 0x2c78; // FGameplayTagContainer
        inline uint64_t AutoFireTimer = 0x2c98; // FTimerHandle
        inline uint64_t ReloadShotgunTimer = 0x2ca0; // FTimerHandle
        inline uint64_t ServerSideRocketCooldownTimer = 0x2ca8; // FTimerHandle
    }

    namespace FortGameStateHestiaBeauty {
        inline uint64_t TheaterMapViewer = 0x1118; // FortTheaterMapViewer*
        inline uint64_t RegisteredSTWComponents = 0x1120; // TArray<GameStateComponent*>
        inline uint64_t OwnedZoneComponent = 0x1298; // FortGameStateComponent_OwnedZone*
        inline uint64_t OnLocalPlayerHomebaseUIActiveUpdate = 0x12a0; // MulticastInlineDelegateProperty
    }

    namespace FortPawnComponent_AIGroup {
        inline uint64_t bCanBeGroupLeader = 0xc8; // bool : 0
        inline uint64_t bCanFollowGroupLeader = 0xc9; // bool : 0
        inline uint64_t LeaderPriority = 0xcc; // int32
        inline uint64_t GroupID = 0xd0; // int32
        inline uint64_t CachedAIServiceGroup = 0xd8; // AthenaAIServiceGroup*
    }

    namespace FortPawnComponent_Convert {
        inline uint64_t ConvertedTypeColorMap = 0xc8; // TMap<EConvertedType, FLinearColor>
        inline uint64_t CanConvert = 0xd8; // FScalableFloat
        inline uint64_t CanBeConverted = 0x100; // FScalableFloat
        inline uint64_t CanBeConvertedFromDBNO = 0x128; // FScalableFloat
        inline uint64_t MaxConvertedNPC = 0x150; // FScalableFloat
        inline uint64_t MaxConvertedCreature = 0x178; // FScalableFloat
        inline uint64_t ConvertTimeFromDBNO = 0x1a0; // FScalableFloat
        inline uint64_t ConvertInteractionSound = 0x1c8; // SoundBase*
        inline uint64_t IndicatorMarkerWidgetClass = 0x1d0; // Class*
        inline uint64_t OnConvertedEvent = 0x1d8; // MulticastInlineDelegateProperty
        inline uint64_t OnUnconvertedEvent = 0x1e8; // MulticastInlineDelegateProperty
        inline uint64_t OnConvertEvent = 0x1f8; // MulticastInlineDelegateProperty
        inline uint64_t OnUnconvertEvent = 0x208; // MulticastInlineDelegateProperty
        inline uint64_t OnShowConvertedIndicator = 0x218; // MulticastInlineDelegateProperty
        inline uint64_t OnHideConvertedIndicator = 0x228; // MulticastInlineDelegateProperty
        inline uint64_t OnPingCommandEvent = 0x238; // MulticastInlineDelegateProperty
        inline uint64_t bCanConvert = 0x248; // bool : 0
        inline uint64_t bCanBeConverted = 0x248; // bool : 1
        inline uint64_t bCanBeConvertedFromDBNO = 0x248; // bool : 2
        inline uint64_t ConvertTimeDBNO = 0x24c; // float
        inline uint64_t bCanShowMarker = 0x250; // bool : 0
        inline uint64_t ConvertFromDBNOInteractionText = 0x258; // FText
        inline uint64_t AvoidTeleportWhenConverterHasTags = 0x268; // TArray<FAvoidedConverterTagsForTeleport>
        inline uint64_t bShouldShowIndicatorMarker = 0x278; // bool : 0
        inline uint64_t bOwnerPawnDied = 0x278; // bool : 1
        inline uint64_t ConverterPlayerInfo = 0x27c; // FConverterPlayerInfo
        inline uint64_t PreviousConverterPlayerState = 0x288; // TWeakObjectPtr<FortPlayerState>
        inline uint64_t ConvertedPawnComponents = 0x298; // TArray<FConvertedComponentInfo>
        inline uint64_t PreviousConverters = 0x2a8; // TArray<TWeakObjectPtr<FortPlayerState>>
        inline uint64_t ConvertedType = 0x2b8; // EConvertedType
        inline uint64_t ConverterSpecificAbilitiesAddedToConverted = 0x2f0; // TArray<FTaggedConversionAbilities>
        inline uint64_t bOnlyLeaderInteraction = 0x30c; // bool : 0
        inline uint64_t PlayerCommandsAllowedBitMask = 0x310; // uint32
    }

    namespace FortPawnComponent_Zipline {
        inline uint64_t ZiplineExtLogicClass = 0xd0; // Class*
        inline uint64_t ZiplineSplineExtLogicClass = 0xd8; // Class*
        inline uint64_t OwnerPawn = 0xe0; // TWeakObjectPtr<FortPlayerPawn>
        inline uint64_t OwnerMovementComponent = 0xe8; // TWeakObjectPtr<FortMovementComp_Character>
        inline uint64_t ZiplineSocketZOffset = 0xf0; // float
        inline uint64_t UseLegacyCode = 0x108; // FScalableFloat
        inline uint64_t UseLegacyGameplayAbilities = 0x130; // FScalableFloat
    }

    namespace FortPickupEffectComponent {
        inline uint64_t PickupStaticMesh = 0x240; // StaticMeshComponent*
        inline uint64_t PickupSkeletalMesh = 0x248; // SkeletalMeshComponent*
        inline uint64_t bInitialized = 0x250; // bool : 0
        inline uint64_t bInitializedPickupMIDs = 0x251; // bool : 0
        inline uint64_t ItemDefinition = 0x258; // FortWorldItemDefinition*
        inline uint64_t NamesOfMaterialsThatShouldNotBeReparented = 0x260; // TArray<FName>
    }

    namespace FortPlayerCameraSpectator {
        inline uint64_t SpectatorCam = 0x33c0; // FortCinematicCamera*
    }

    namespace FortWeaponAdditiveAnimSet {
        inline uint64_t MaleBodyType_AnimAsset = 0x28; // FortAnimInput_WeaponAdditiveAnimAsset
        inline uint64_t FemaleBodyType_AnimAsset = 0x60; // FortAnimInput_WeaponAdditiveAnimAsset
    }

    namespace FortWeaponCameraAnimation {
        inline uint64_t LastWeaponFired = 0x48; // TWeakObjectPtr<FortWeaponRanged>
    }

    namespace FortWeaponFirstPersonData {
        inline uint64_t AnimationDataAsset = 0x28; // FortWeaponFirstPersonAnimationDataAsset*
        inline uint64_t ProxyTable = 0x30; // ProxyTable*
        inline uint64_t ProxyAsset = 0x38; // ProxyAsset*
        inline uint64_t ChooserTable = 0x40; // ChooserTable*
    }

    namespace FortWeaponOpticDefinition {
        inline uint64_t EyePoint = 0x28; // FInstancedStruct
        inline uint64_t TargetPoint = 0x38; // FInstancedStruct
        inline uint64_t RadiusPoint = 0x48; // FInstancedStruct
        inline uint64_t EyeRelief = 0x58; // float
        inline uint64_t bUsesFirstPersonAiming = 0x5c; // bool : 0
        inline uint64_t FirstPersonWeaponRenderFieldOfView = 0x60; // float
        inline uint64_t FirstPersonNearClipPlane = 0x64; // float
        inline uint64_t PostProcessMaterial = 0x68; // TArray<FWeightedBlendable>
        inline uint64_t bUseSpreadRatioMaterialParam = 0x78; // bool : 0
        inline uint64_t AimedObjectTranslationScalar = 0x80; // FVector
        inline uint64_t AimedObjectRotationScalar = 0x98; // FRotator
        inline uint64_t CameraTranslationScalar = 0xb0; // FVector
        inline uint64_t CameraRotationScalar = 0xc8; // FRotator
        inline uint64_t LookRotationScalar = 0xe0; // FRotator
        inline uint64_t FieldOfView = 0xf8; // float
    }

    namespace FortWeaponRangedDualSwing {
        inline uint64_t OverrideSwingingControlParams = 0x2a18; // TMap<FGameplayTag, FSwingingControlParams>
        inline uint64_t InitialOverrideSwingingControlParamsTag = 0x2a28; // FGameplayTag
        inline uint64_t ReticleTypeTag = 0x2a2c; // FGameplayTag
        inline uint64_t BP_ReticleUpdate = 0x2a30; // MulticastInlineDelegateProperty
        inline uint64_t bAlwaysUseDefaultReticleColor = 0x2a40; // bool : 0
        inline uint64_t RopeAttachPointActor = 0x2a48; // Actor*
        inline uint64_t RopeAnchor = 0x2a50; // StaticMeshComponent*
        inline uint64_t Rope = 0x2a58; // StaticMeshComponent*
        inline uint64_t SwingSocketName = 0x2a60; // FName
        inline uint64_t RopeMeshLengthMultiplier = 0x2a64; // float
        inline uint64_t RopeUpdateFrequency = 0x2a68; // float
        inline uint64_t RopeFadeTime = 0x2a6c; // float
        inline uint64_t HitCheckFrequency = 0x2a88; // FScalableFloat
        inline uint64_t MaximumHeightToStartSkidding = 0x2ab0; // float
        inline uint64_t SkiddingTag = 0x2ab4; // FGameplayTag
        inline uint64_t MaximumSwingHitWallAngle = 0x2ab8; // float
        inline uint64_t MinimumSwingHitGroundAngle = 0x2abc; // float
    }

    namespace BuildingActorHotSpotConfig {
        inline uint64_t DirectionSetup = 0x28; // FBuildingActorHotSpotDirection
        inline uint64_t DefaultSetup = 0x118; // FBuildingActorHotSpotDirection
        inline uint64_t ExtraTypeConfig = 0x140; // AIHotSpotConfig*
        inline uint64_t bHasDirectionalSetup = 0x148; // bool : 0
    }

    namespace FortAbilitySystemComponent {
        inline uint64_t OnClientVehicleBlockingChanged = 0xb00; // MulticastInlineDelegateProperty
        inline uint64_t LandingMontagePair = 0xc40; // FReplicatedMontagePair
        inline uint64_t LastResolvedEmoteMontage = 0xc68; // AnimMontage*
        inline uint64_t RepSharedAnimInfo = 0xc70; // FGameplayAbilityRepSharedAnim
    }

    namespace FortGameModeEmptyDedicated {
        inline uint64_t FortGameSessionDedicated = 0x6f0; // FortGameSessionDedicated*
    }

    namespace FortPawnComponent_AIConvoy {
        inline uint64_t bCanBeConvoyLeader = 0xc8; // bool : 0
        inline uint64_t LeaderPriority = 0xcc; // int32
        inline uint64_t ConvoyID = 0xd0; // int32
        inline uint64_t CachedAIServiceConvoy = 0xd8; // AthenaAIServiceConvoy*
        inline uint64_t CachedAIGroup = 0xe0; // FortPawnComponent_AIGroup*
        inline uint64_t Formation = 0xe8; // FortAthenaAIConvoyFormation
    }

    namespace FortPawnComponent_AIEnergy {
        inline uint64_t MaxEnergy = 0xc8; // FScalableFloat
        inline uint64_t CurrentEnergy = 0xf0; // float
        inline uint64_t CurrentMaxEnergy = 0xf4; // float
        inline uint64_t EnergyOverTimeArray = 0xf8; // TArray<FAIEnergyOverTimeData>
        inline uint64_t OnEnergyDepleted = 0x108; // MulticastInlineDelegateProperty
        inline uint64_t OnEnergyNoLongerDepleted = 0x118; // MulticastInlineDelegateProperty
        inline uint64_t EnergyThresholdEventArray = 0x128; // TArray<FAIEnergyThresholdEventData>
    }

    namespace FortPawnComponent_AIPatrol {
        inline uint64_t PatrolStateTag = 0xc8; // FGameplayTag
        inline uint64_t CurrentTraversalEmote = 0xe8; // FortItemDefinition*
        inline uint64_t bIsPatrolling = 0xf0; // bool : 0
    }

    namespace FortPawnComponent_Disguise {
        inline uint64_t CachedAIDisguiseParameters = 0xd0; // FortAthenaAIRuntimeParameters_AIBotDisguise*
        inline uint64_t CachedNPCBehaviorParameters = 0xd8; // FortAthenaAIRuntimeParameters_NPCBehavior*
        inline uint64_t PlayerDetectedTimestamp = 0xe0; // float
        inline uint64_t RevealPlayerProximityDuration = 0xe4; // float
        inline uint64_t AffiliationManager = 0xe8; // FortGameStateComponent_AffiliationManager*
    }

    namespace FortPickupCapsuleComponent {
        inline uint64_t MoveIgnoreEntities = 0x5a0; // TArray<TWeakObjectPtr<Object>>
    }

    namespace FortPlayerControllerAthena {
        inline uint64_t FireAbilityToWeaponSwitchTime = 0x37d0; // float
        inline uint64_t OnAircraftStateChange = 0x3800; // MulticastInlineDelegateProperty
        inline uint64_t OnItemDropSpawnedDelegate = 0x3848; // MulticastInlineDelegateProperty
        inline uint64_t OnItemDroppedDueToOverflow = 0x3858; // MulticastInlineDelegateProperty
        inline uint64_t SwappingItemDefinition = 0x3868; // FortWorldItemDefinition*
        inline uint64_t WinScreenDelayTime = 0x3870; // float
        inline uint64_t bSkipPlayWinEffects = 0x3874; // bool : 0
        inline uint64_t bAllowPlayersCreditOnLeave = 0x3875; // bool : 0
        inline uint64_t bLockingOnFocalPoint = 0x3876; // bool : 0
        inline uint64_t FocalPoint = 0x3878; // Actor*
        inline uint64_t FocalPointOffset = 0x3880; // FVector_NetQuantize
        inline uint64_t FocalPointFOV = 0x3898; // float
        inline uint64_t FocalPointDuration = 0x389c; // float
        inline uint64_t OnUsingFocalPointChanged = 0x38a8; // MulticastInlineDelegateProperty
        inline uint64_t OnFocalPointActorChanged = 0x38b8; // MulticastInlineDelegateProperty
        inline uint64_t OnCinematicCameraSkipped = 0x38c8; // MulticastInlineDelegateProperty
        inline uint64_t OnSkydiveLeaderChanged = 0x38d8; // MulticastInlineDelegateProperty
        inline uint64_t OnClientDonationSuccessDelegate = 0x38e8; // MulticastInlineDelegateProperty
        inline uint64_t SkydiveLeaderManualCameraTime = 0x3930; // float
        inline uint64_t InterpolatedSkydiveFollowerViewRotation = 0x3938; // FRotator
        inline uint64_t SkydiveLeader = 0x3968; // FortPlayerState*
        inline uint64_t bSkydiveLeaderIsDropMaster = 0x3970; // bool : 0
        inline uint64_t OnPickupProjectileCreatedDelegate = 0x3978; // MulticastInlineDelegateProperty
        inline uint64_t LastDownedVictim = 0x3988; // FortPlayerStateAthena*
        inline uint64_t LastElimVictim = 0x3990; // FortPlayerStateAthena*
        inline uint64_t OnCameraInStormWallChangeDelegate = 0x39a0; // MulticastInlineDelegateProperty
        inline uint64_t bLeaveDisconnectedPawnsInGame = 0x39c8; // bool : 0
        inline uint64_t DisconnectedPawn = 0x39d0; // FortPlayerPawn*
        inline uint64_t PreviousPawn = 0x39d8; // FortPlayerPawn*
        inline uint64_t bReplicateViewTargetInventory = 0x39e0; // bool : 0
        inline uint64_t bHasHadValidPawn = 0x39e1; // bool : 0
        inline uint64_t bClientNotifiedOfWin = 0x39e1; // bool : 1
        inline uint64_t bClientNotifiedOfTeamWin = 0x39e1; // bool : 2
        inline uint64_t bClientNotifiedOfLoss = 0x39e1; // bool : 3
        inline uint64_t bHideWarmUpLoadingScreen = 0x39e1; // bool : 4
        inline uint64_t bAlterHostileWallsEnabled = 0x39e1; // bool : 5
        inline uint64_t PlayersTalking = 0x3a28; // TArray<FString>
        inline uint64_t TalkingPlayersChanged = 0x3a38; // MulticastInlineDelegateProperty
        inline uint64_t bHighlightRecordingEnabled = 0x3a48; // bool : 0
        inline uint64_t bDeferringStartRecordingHighlights = 0x3a49; // bool : 0
        inline uint64_t HighlightGroupId = 0x3a50; // FString
        inline uint64_t CachedHighlightCount = 0x3a60; // int32
        inline uint64_t HighlightFirstKillTime = 0x3a64; // float
        inline uint64_t HighlightKillMultiple = 0x3a68; // int32
        inline uint64_t HighlightDownMultiple = 0x3a6c; // int32
        inline uint64_t HighlightKillCooldown = 0x3a70; // float
        inline uint64_t HighlightKillRewindTime = 0x3a74; // float
        inline uint64_t CabinModeCheckTimeInterval = 0x3a78; // float
        inline uint64_t CabinModeRestartTimeInterval = 0x3a7c; // float
        inline uint64_t RespawnCamera_Time = 0x3a80; // float
        inline uint64_t RespawnCamera_HoldPositionTime = 0x3a84; // float
        inline uint64_t RespawnCamera_InitialLocOffset_InAir = 0x3a88; // FVector
        inline uint64_t RespawnCamera_InitialLocOffset_OnGround = 0x3aa0; // FVector
        inline uint64_t RespawnCamera_InitialRotOffset_InAir = 0x3ab8; // FRotator
        inline uint64_t RespawnCamera_InitialRotOffset_OnGround = 0x3ad0; // FRotator
        inline uint64_t RespawnCamera_OffsetFromHit = 0x3ae8; // float
        inline uint64_t RespawnCameraBehavior = 0x3aec; // FName
        inline uint64_t StreamingSourceLocationRotationOverride = 0x3b00; // FStreamingSourceLocationRotationOverride
        inline uint64_t MaximumNumberOfPawnsToSearchForEmoteMusic = 0x3b88; // int32
        inline uint64_t PickupSwapHoldTime = 0x3b98; // float
        inline uint64_t bUseNewPickupSwapLogic = 0x3b9c; // bool : 0
        inline uint64_t SpectatorLevelStreamDistance = 0x3ba0; // float
        inline uint64_t RespawnLevelStreamDistance = 0x3ba4; // float
        inline uint64_t SpectatorStreamingChanged = 0x3ba8; // MulticastInlineDelegateProperty
        inline uint64_t InGameLoadScreenChanged = 0x3bb8; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalPlayerChangedTeams = 0x3bc8; // MulticastInlineDelegateProperty
        inline uint64_t LevelStreamRequestHandshakeState = 0x3bf8; // FLevelStreamRequestHandshakeState
        inline uint64_t OnCreativePlotLinkedVolumeChanged = 0x3c38; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePlotLinkedSpatialGameplayInterfaceChanged = 0x3c48; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePermissionsChanged = 0x3c58; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeContentFilterChanged = 0x3c68; // MulticastInlineDelegateProperty
        inline uint64_t OnClientLeaveIsland = 0x3c78; // MulticastInlineDelegateProperty
        inline uint64_t OnClientForcedOffIsland = 0x3c88; // MulticastInlineDelegateProperty
        inline uint64_t OnMakeNewCreativePlotFinished = 0x3ce8; // MulticastInlineDelegateProperty
        inline uint64_t OnDestroyCreativePlotFinished = 0x3cf8; // MulticastInlineDelegateProperty
        inline uint64_t OnRestoreCreativePlotFinished = 0x3d08; // MulticastInlineDelegateProperty
        inline uint64_t OnDuplicateCreativePlotFinished = 0x3d18; // MulticastInlineDelegateProperty
        inline uint64_t OnIslandEntriesChanged = 0x3d28; // MulticastInlineDelegateProperty
        inline uint64_t OnUpdateCreativePlotName = 0x3d48; // MulticastInlineDelegateProperty
        inline uint64_t OnUpdateCreativeDescriptionTags = 0x3d58; // MulticastInlineDelegateProperty
        inline uint64_t RespawnCameraActor = 0x3d68; // CameraActor*
        inline uint64_t bDelayedTeleporting = 0x3d70; // bool : 0
        inline uint64_t bBlockTeleporting = 0x3d71; // bool : 0
        inline uint64_t bKeepLoadingScreen = 0x3d72; // bool : 0
        inline uint64_t KeepLoadingScreenUntilMinigameState = 0x3d73; // EFortMinigameState
        inline uint64_t MaxPlotCount = 0x3d78; // int32
        inline uint64_t InGameMatchmakingReadyCheckStarted = 0x3df0; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingReadyCheckComplete = 0x3e00; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingReadyCheckCanceled = 0x3e10; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingStarted = 0x3e20; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingComplete = 0x3e30; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingStateChanged = 0x3e40; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingQueuedStatusUpdated = 0x3e50; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingError = 0x3e60; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameMatchmakingCanceled = 0x3e70; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameMatchmakingUpdateCheckFailed = 0x3e80; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameContentDownloadStarted = 0x3e90; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameMatchmakingUtilityStateChanged = 0x3ea0; // MulticastInlineDelegateProperty
        inline uint64_t bNoInGameMatchmaking = 0x3eb0; // bool : 0
        inline uint64_t AudioOnExitAircraft = 0x3ee8; // SoundBase*
        inline uint64_t AudioOnExitAircraftHornDoppler = 0x3ef0; // SoundBase*
        inline uint64_t bMarkedAlive = 0x3ef8; // bool : 0
        inline uint64_t CreativeIslands = 0x3f00; // TArray<FCreativeIslandData>
        inline uint64_t bIsAllowedToPublish = 0x3f10; // bool : 0
        inline uint64_t GamepadSettingsAssetPtr = 0x3f28; // TSoftObjectPtr<FortGamepadSettings>
        inline uint64_t TouchInputSettingsAssetPtr = 0x3f48; // TSoftObjectPtr<FortTouchInputSettings>
        inline uint64_t TeamMemberIndicatorColor = 0x3f68; // FLinearColor
        inline uint64_t bMatchStatsForPlayerSent = 0x3fa0; // bool : 0
        inline uint64_t bAddedBookProgressStatsToGamemode = 0x3fa1; // bool : 0
        inline uint64_t bHasSentFinalProgressionExport = 0x3fa2; // bool : 0
        inline uint64_t QuickBarDefinitions = 0x3fa8; // FQuickBarData
        inline uint64_t OnStateChanged = 0x3fe8; // MulticastInlineDelegateProperty
        inline uint64_t bEnableBroadcastRemoteClientInfo = 0x3ff8; // bool : 0
        inline uint64_t BroadcastRemoteClientInfo = 0x4000; // FortBroadcastRemoteClientInfo*
        inline uint64_t StrongMyHero = 0x4010; // FortHero*
        inline uint64_t ClientGameWorldHolds = 0x4018; // TArray<TWeakObjectPtr<Object>>
        inline uint64_t EndMatchHeartbeatTimerDelay = 0x4040; // float
        inline uint64_t EndMatchHeartbeatTimestamp = 0x4048; // double
        inline uint64_t WarmupPlayerStart = 0x4050; // FortPlayerStartWarmup*
        inline uint64_t FullScreenScoreboardInputComponent = 0x4058; // InputComponent*
        inline uint64_t CurrentFullscreenInputComponent = 0x4060; // InputComponent*
        inline uint64_t GameChannelRecommendationInputComponent = 0x4068; // InputComponent*
        inline uint64_t bUseTrapPicker = 0x4225; // bool : 0
        inline uint64_t bDefaultDisableHarvestSlot = 0x4226; // bool : 0
        inline uint64_t MatchReport = 0x4250; // AthenaPlayerMatchReport*
        inline uint64_t bAllowMoveInputInMenusEvenIfBlocked = 0x42c8; // bool : 0
        inline uint64_t bBlockMoveInputInMenus = 0x42c9; // bool : 0
        inline uint64_t MinimapIndicatorClass = 0x42d0; // Class*
        inline uint64_t bEnableInGameChallengeLocationIndicators = 0x42d8; // bool : 0
        inline uint64_t SquadMarkerActorClass = 0x42e0; // Class*
        inline uint64_t UnprocessedXp = 0x42f4; // int32
        inline uint64_t XpReceivedLastAtTime = 0x42f8; // float
        inline uint64_t BuildingsCreated = 0x42fc; // int32
        inline uint64_t BuildingsEdited = 0x4300; // int32
        inline uint64_t BuildingsRepaired = 0x4304; // int32
        inline uint64_t BuildingsUpgraded = 0x4308; // int32
        inline uint64_t BuildingActionDoneLastAtTime = 0x430c; // float
        inline uint64_t BuildingMatchStats = 0x4310; // FBuildingStats
        inline uint64_t BuildingAnalyticsArray = 0x4338; // TArray<FBuildingEditAnalyticEvent>
        inline uint64_t TimeStartedTrackingBuildingAnalytics = 0x4348; // float
        inline uint64_t CreativePlotLinkedVolume = 0x4390; // FortVolume*
        inline uint64_t CreativePlotSessionData = 0x4398; // FCreativePlotSessionData
        inline uint64_t OwnedPortal = 0x43b0; // FortAthenaCreativePortal*
        inline uint64_t OwnedPartyRiftPortal = 0x43b8; // FortAthenaPartyRiftPortal*
        inline uint64_t MinigameReadyState = 0x43c0; // FMinigameReadyState
        inline uint64_t OnHUDMessageToggled = 0x4410; // MulticastInlineDelegateProperty
        inline uint64_t CachedPurchasedItems = 0x4420; // TArray<FItemAndCount>
        inline uint64_t PendingMinigameSpawnData = 0x4430; // FMinigameSpawnData
        inline uint64_t CurrentPlayset = 0x4460; // FortPlaysetItemDefinition*
        inline uint64_t DestructedBuildingInGridTimeoutOverride = 0x4468; // float
        inline uint64_t ClientRespawnText = 0x4470; // FText
        inline uint64_t ClientRebootingText = 0x4480; // FText
        inline uint64_t ClientIslandTravelText = 0x4490; // FText
        inline uint64_t ClientTravelToCreativeHubText = 0x44a0; // FText
        inline uint64_t VolumesLoading = 0x44b0; // TArray<Actor*>
        inline uint64_t VolumesUnloading = 0x44c0; // TArray<Actor*>
        inline uint64_t ResurrectionComponent = 0x44d0; // AthenaResurrectionComponent*
        inline uint64_t RebootTimerHandle = 0x44d8; // FTimerHandle
        inline uint64_t XPComponent = 0x4500; // FortPlayerControllerAthenaXPComponent*
        inline uint64_t DiscoverabilityComponent = 0x4508; // FortControllerComponent_MapDiscoverability*
        inline uint64_t TransientQuestsComponent = 0x4510; // FortControllerComponent_TransientQuests*
        inline uint64_t SkydiveFeedback = 0x4518; // FortControllerComponent_SkydiveFeedback*
        inline uint64_t HabaneroComponent = 0x4520; // FortControllerComponent_Habanero*
        inline uint64_t IndicatedActorManagementComponent = 0x4528; // FortControllerComponent_IndicatedActorManagement*
        inline uint64_t LocalizationServiceComponent = 0x4530; // FortControllerComponent_LocalizationService*
        inline uint64_t ToxicityServiceComponent = 0x4538; // FortControllerComponent_ToxicityService*
        inline uint64_t RechargingWeaponsComponent = 0x4540; // FortControllerComponent_RechargeWeapons*
        inline uint64_t RadiusTrackerComponent = 0x4548; // FortControllerComponent_RadiusTracker*
        inline uint64_t MinigameActivityComponent = 0x4550; // FortControllerComponent_MinigameActivity*
        inline uint64_t CreativeAnalyticsComponent = 0x4558; // CreativeAnalyticsComponent*
        inline uint64_t QuestPinnerComponent = 0x4568; // FortControllerComponent_AthenaQuestsPinner*
        inline uint64_t SpatialMetricsComponent = 0x4570; // FortControllerComponent_SpatialMetrics*
        inline uint64_t VirtualPointerComponent = 0x4578; // FortControllerComponent_VirtualPointer*
        inline uint64_t SightWeatherCapRadius = 0x4580; // FScalableFloat
        inline uint64_t TimeSinceLastCreativeSpawn = 0x45d0; // double
        inline uint64_t CreativeUserContentManager = 0x4640; // CreativeUserContentManager*
        inline uint64_t CreativeUserContentManagerClassSoftClassPtr = 0x4648; // TSoftClassPtr<CreativeUserContentManager>
        inline uint64_t CreativeObjectTrackingComponent = 0x4678; // FortCreativeObjectTrackingComponent*
        inline uint64_t CreativeEntitlementComponent = 0x4680; // FortCreativeEntitlementComponent*
        inline uint64_t OnPreviewScreenshotCameraActivated = 0x4688; // MulticastInlineDelegateProperty
        inline uint64_t PrimaryQuickBarSlotItemGuids = 0x4850; // FQuickBarEquippedItemGuids
        inline uint64_t bIgnoreSpectatorViewRotation = 0x4900; // bool : 0
        inline uint64_t bIgnorePlayerInfoAbandonStateForSpecialEventRtmm = 0x4901; // bool : 0
        inline uint64_t UntrustedCosmeticLoadout = 0x4908; // FCosmeticLoadout
        inline uint64_t UntrustedMultiProductCosmeticLoadout = 0x4930; // FCosmeticLoadout
    }

    namespace FortWeaponFxComponent_Beam {
        inline uint64_t bAttachBeamToMuzzle = 0xc8; // bool : 0
        inline uint64_t bUseBeamSmoothing = 0xc9; // bool : 0
        inline uint64_t bSpawnImpactFXAtInterpedBeamEndpoints = 0xca; // bool : 0
        inline uint64_t ImpactFxPerSecond = 0xcc; // float
        inline uint64_t BeamInterpTime = 0xd8; // float
    }

    namespace FortWeaponRangedForVehicle {
        inline uint64_t CachedWeaponMeshCompOnVehicle = 0x2970; // SkeletalMeshComponent*
        inline uint64_t WeaponLoc = 0x2978; // FVector
        inline uint64_t WeaponRot = 0x2990; // FRotator
        inline uint64_t MountedWeaponInfo = 0x29a8; // FMountedWeaponInfo
        inline uint64_t MountedWeaponInfoRepped = 0x2a68; // FMountedWeaponInfoRepped
    }

    namespace AnimInstance_ChronoPanRifle {
        inline uint64_t bIsFiring = 0x260; // bool : 0
        inline uint64_t bIsReloading = 0x261; // bool : 0
        inline uint64_t MagRotationValue = 0x264; // float
        inline uint64_t ResetMagRotationCurveName = 0x268; // FName
    }

    namespace FortGameModeSpecialLocation {
        inline uint64_t GameplayTags = 0x270; // FGameplayTagContainer
    }

    namespace FortGameStateDeployableBase {
        inline uint64_t DeployableBaseManager = 0x1118; // FortDeployableBaseManager*
        inline uint64_t OnDeployableBaseManagerCreated = 0x1120; // MulticastInlineDelegateProperty
        inline uint64_t bFireEndOfDayDelegate = 0x1130; // bool : 0
        inline uint64_t TierDifficultyConfig = 0x1138; // TArray<FHordeDifficultyTierInfo>
        inline uint64_t PrestigeTierDifficultyConfig = 0x1148; // TArray<FHordeDifficultyTierInfo>
    }

    namespace FortPawnComponent_Sequencer {
        inline uint64_t LocalBoundSceneSequencePlayer = 0xc8; // MovieSceneSequencePlayer*
        inline uint64_t LocalBoundSceneSequenceBindingID = 0xd0; // FMovieSceneObjectBindingID
        inline uint64_t ServerBoundSceneSequenceBindingID = 0xe8; // FMovieSceneObjectBindingID
        inline uint64_t ServerBoundSceneSequencePlayer = 0x100; // MovieSceneSequencePlayer*
        inline uint64_t bIsBoundBySequencer = 0x108; // bool : 0
        inline uint64_t PreSequenceNetworkSmoothingMode = 0x109; // ENetworkSmoothingMode
        inline uint64_t PreSequenceMeshRelativeTransform = 0x110; // FTransform
        inline uint64_t PreSequenceGravityScale = 0x170; // float
        inline uint64_t CameraModifier = 0x178; // SequencerBindingCameraModifier*
        inline uint64_t NPCHashedIdentifier = 0x190; // uint32
        inline uint64_t NPCServerUniqueID = 0x194; // uint32
        inline uint64_t bNPCRequiresMeshTransformResetOnSequencerBinding = 0x198; // bool : 0
        inline uint64_t bAboutToBeBoundByNPC = 0x198; // bool : 1
        inline uint64_t NPCPawnBindingType = 0x199; // EPawnBindingType
    }

    namespace FortPawnComponent_SkyDiving {
        inline uint64_t MovementModeExtensionSkyDiving = 0xd8; // Class*
        inline uint64_t MovementModeExtensionSkyDivingFollowing = 0xe0; // Class*
    }

    namespace FortPawnSkeletalMeshContext {
        inline uint64_t FortPlayerPawn = 0x28; // FortPlayerPawn*
        inline uint64_t RestorationSettings = 0x30; // FortPawnSkeletalMeshSettings
    }

    namespace FortPlayerControllerOutpost {
        inline uint64_t BuildingBeingUpgraded = 0x3a10; // FortOutpostItemDefinition*
        inline uint64_t LevelBeforeUpgrade = 0x3a18; // int32
        inline uint64_t bOutpostRefundDialogPending = 0x3a1c; // bool : 0
        inline uint64_t PostDepositedResources = 0x3a20; // TArray<FortDepositedResources>
        inline uint64_t OwnedZoneComponent = 0x3a30; // FortControllerComponent_OwnedZone*
    }

    namespace FortWeaponDamageCameraShake {
        inline uint64_t bCriticalHitsOnly = 0x200; // bool : 0
        inline uint64_t bScaleWithDamage = 0x200; // bool : 1
        inline uint64_t DamageCameraShakeCurve = 0x208; // CurveFloat*
    }

    namespace FortWeaponModItemDefinition {
        inline uint64_t ModSlot = 0xb0; // FGameplayTag
        inline uint64_t PluginTuningTag = 0xb4; // FGameplayTag
        inline uint64_t DefaultModData = 0xc0; // FWeaponModCosmeticData
        inline uint64_t PlayerGrantedGameplayTags = 0x1f0; // FGameplayTagContainer
        inline uint64_t AdditionalGameplayTags = 0x210; // TArray<FortConditionalIncludeTags>
        inline uint64_t AbilitySet = 0x220; // TSoftObjectPtr<FortAbilitySet>
        inline uint64_t WeaponModComponents = 0x240; // TArray<FortWeaponModComponentSpawnData>
        inline uint64_t bEnableWeaponRangedHitGameplayEvent = 0x250; // bool : 0
        inline uint64_t bDisplayModOnWeaponPickupUI = 0x250; // bool : 1
        inline uint64_t WeaponTuningPrefixTag = 0x254; // FGameplayTag
        inline uint64_t AllowedWeaponTagQuery = 0x258; // FGameplayTagQuery
        inline uint64_t WeaponModTag = 0x2a0; // FGameplayTag
        inline uint64_t WeaponModDataTable = 0x2a8; // TSoftObjectPtr<DataTable>
        inline uint64_t WeaponModBalanceGE = 0x2c8; // TSoftClassPtr<GameplayEffect>
        inline uint64_t bIsDisabledViaHotfix = 0x2e8; // bool : 0
        inline uint64_t HotfixWeaponDenyList = 0x2f0; // TArray<FPrimaryAssetId>
    }

    namespace FortWeaponModMetaSoundCache {
        inline uint64_t MetaSoundCache1P = 0x38; // TMap<uint32, MetaSoundSource*>
        inline uint64_t MetaSoundCache3P = 0x48; // TMap<MetaSoundSource*, FProperty>
    }

    namespace FortWeaponRangedPropSpawner {
        inline uint64_t bForceSyncAmmoForLocalPropSpawnerWeapon = 0x2968; // bool : 0
    }

    namespace FortWeaponSettingsComponent {
        inline uint64_t bPickAxe = 0xc8; // bool : 0
        inline uint64_t ItemDefinition = 0xd0; // FortItemDefinition*
        inline uint64_t TeamIndex = 0xd8; // uint8
        inline uint64_t ClassSlot = 0xd9; // uint8
        inline uint64_t RangeMultiplier = 0xdc; // float
        inline uint64_t ConeAngleMultiplier = 0xe0; // float
        inline uint64_t Enabled = 0xe4; // bool : 0
        inline uint64_t bEnabledInPreGame = 0xe5; // bool : 0
        inline uint64_t DataSource = 0xe8; // Object*
        inline uint64_t OverriddenPropertyNames = 0xf0; // TArray<FName>
    }

    namespace AnimInstance_GalileoFerryAxe {
        inline uint64_t TimeBeforeFolding = 0x260; // float
        inline uint64_t VFXDisableTimeOffset = 0x264; // float
        inline uint64_t ShouldFoldBackWeapon = 0x268; // bool : 0
        inline uint64_t bDesiredIdleParticleVisibility = 0x269; // bool : 0
        inline uint64_t FrontEndIdle = 0x270; // MulticastInlineDelegateProperty
    }

    namespace FortGameStateComponent_Smash {
        inline uint64_t EncounterDataBySafeZoneIndexMap = 0xc8; // TMap<int32, FSmashEncounterData>
        inline uint64_t EncounterInfoClass = 0xd8; // Class*
        inline uint64_t ReplicatedEncounterData = 0xe0; // TArray<FSmashReplicatedEncounterData>
        inline uint64_t bAllowStackingAISpecialEncountersInEndlessMode = 0xf8; // FortCachedScalableFloat
        inline uint64_t CurrentSpecialEncounter = 0x128; // SmashSpecialEncounter*
        inline uint64_t StackedEndlessAISpecialEncounters = 0x138; // TArray<SmashSpecialEncounter_AI*>
        inline uint64_t CurrentEncounterAlteration = 0x148; // SmashEncounterAlteration*
    }

    namespace FortInventoryScreenContainer {
        inline uint64_t InventoryScreenInputComponent = 0x4a0; // InputComponent*
        inline uint64_t BackInputRowHandle = 0x4a8; // FDataTableRowHandle
        inline uint64_t BlockedInputActions = 0x4b8; // TArray<FName>
        inline uint64_t BlockedInputAxes = 0x4c8; // TArray<FName>
    }

    namespace FortPawnComponent_AlertLevel {
        inline uint64_t OnAlertLevelDynamicChangeEvent = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t CurrentAlertLevel = 0x108; // EAlertLevel
        inline uint64_t LastKnownPosition = 0x110; // FVector
        inline uint64_t LastKnownPositionType = 0x128; // EStimType
        inline uint64_t LastKnownPositionTime = 0x12c; // float
        inline uint64_t CachedAIGoalComponent = 0x130; // TWeakObjectPtr<AIGoalComponent>
        inline uint64_t CachedAIPerceptionComponent = 0x138; // TWeakObjectPtr<FortAIPerceptionComponent>
    }

    namespace FortPawnComponent_HackSystem {
        inline uint64_t ConsoleMarkerSourceClass = 0xc8; // TSoftClassPtr<FortHackConsole>
    }

    namespace FortPlayerControllerFrontEnd {
        inline uint64_t FrontEndMatchmakingStarted = 0x2a58; // MulticastInlineDelegateProperty
        inline uint64_t FrontEndMatchmakingComplete = 0x2a68; // MulticastInlineDelegateProperty
        inline uint64_t VehicleGamepadBindingsToSanitize = 0x2a78; // TArray<FName>
        inline uint64_t DiscoverabilityComponent = 0x2ad0; // FortControllerComponent_MapDiscoverability*
        inline uint64_t FrontendQuestsComponent = 0x2ad8; // FortControllerComponent_FrontendQuests*
        inline uint64_t SaveFrameworkComponent = 0x2ae0; // FortControllerComponent_FrontendSaveFramework*
        inline uint64_t XPComponent = 0x2ae8; // FortPlayerControllerComponent_Xp*
        inline uint64_t MarkerComponent = 0x2b48; // AthenaMarkerComponent*
    }

    namespace FortPlayerControllerGameplay {
        inline uint64_t CreativeModeratorPhotoModeComponentClass = 0x2a50; // Class*
        inline uint64_t CreativeModeratorPhotoDynamicScene = 0x2a58; // DataAsset*
        inline uint64_t CreativeModeratorToolDynamicScene = 0x2a60; // DataAsset*
        inline uint64_t FortAmbientAudioController = 0x2a68; // FortAmbientAudioController*
        inline uint64_t PoiTagContainerTableID = 0x2a70; // int16
        inline uint64_t OnAddFuel = 0x2a90; // MulticastInlineDelegateProperty
        inline uint64_t VerifyAllowedToFlyTimerHandle = 0x2aa0; // FTimerHandle
        inline uint64_t OnCreativeGhostEnabledDelegate = 0x2ab0; // MulticastInlineDelegateProperty
        inline uint64_t VerifyAllowModeratorModeTimerHandle = 0x2ac0; // FTimerHandle
        inline uint64_t VerifyAllowedToBeInvulnerableTimerHandle = 0x2ac8; // FTimerHandle
        inline uint64_t OnCreativeInvulnerableEnabledDelegate = 0x2ad0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeHeatmapToggledDelegate = 0x2ae0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeSwapPhoneAndHarvestHoldChangedDelegate = 0x2af0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeFlyingSpeedChanged = 0x2b00; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeUIMetricsDisplayChanged = 0x2b10; // MulticastInlineDelegateProperty
        inline uint64_t OnShowCreativeGlobalOptions = 0x2b20; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeQuickbarEnabledChangedDelegate = 0x2b30; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeQuickbarComponentLoaded = 0x2b40; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeQuickmenuEnabledChangedDelegate = 0x2b50; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeModeEnabledChangedDelegate = 0x2b60; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotActiveChanged = 0x2b70; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotReset = 0x2b80; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotAccepted = 0x2b90; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotCancelled = 0x2ba0; // MulticastInlineDelegateProperty
        inline uint64_t OnBalloonMovementChanged = 0x2c58; // MulticastInlineDelegateProperty
        inline uint64_t OnUsingMovementToJump = 0x2c68; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePhotoModeActivated = 0x2c90; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePhotoModeDeactivated = 0x2ca0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeModeratorToolModeActivated = 0x2cb0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeModeratorToolModeDeactivated = 0x2cc0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeFlyChangedDelegate = 0x2cd0; // MulticastInlineDelegateProperty
        inline uint64_t CreativeMoveToolRegistryId = 0x2ce0; // FDataRegistryId
        inline uint64_t CreativeMoveToolPrimaryAsset = 0x2ce8; // FPrimaryAssetId
        inline uint64_t CreativeQuickbarClass = 0x2cf0; // TSoftClassPtr<CreativeQuickbarComponent>
        inline uint64_t CreativeCameraPreviewScreenshotClass = 0x2d20; // Class*
        inline uint64_t CreativeQuickbarComponent = 0x2d28; // CreativeQuickbarComponent*
        inline uint64_t VehicleTrickInfo = 0x2d30; // FVehicleTrickInfo
        inline uint64_t GhostModeRepData = 0x2ec8; // FGhostModeRepData
        inline uint64_t OnGhostModeChanged = 0x2ee0; // MulticastInlineDelegateProperty
        inline uint64_t OnDBNOCarryPlayerChanged = 0x2ef0; // MulticastInlineDelegateProperty
        inline uint64_t OnWorldInventoryChangedDelegate = 0x2f00; // MulticastInlineDelegateProperty
        inline uint64_t OnHUDElementVisibilityRefreshedDelegate = 0x2f10; // MulticastInlineDelegateProperty
        inline uint64_t ServerNumNPCs = 0x2f2c; // uint16
        inline uint64_t ServerMaxNumNPCs = 0x2f2e; // uint16
        inline uint64_t AmbientControllerInitializeTimer = 0x2f30; // FTimerHandle
        inline uint64_t bDisplayNPCNumbers = 0x2f38; // bool : 0
        inline uint64_t bHasSetInitialPoiTags = 0x2f68; // bool : 0
        inline uint64_t CreativeModeFlyingInputComponent = 0x2f70; // InputComponent*
        inline uint64_t CreativeModeInputComponent = 0x2f78; // InputComponent*
        inline uint64_t CreativeGlobalOptionsInputComponent = 0x2f80; // InputComponent*
        inline uint64_t CreativeModePreviewScreenshotInputComponent = 0x2f88; // InputComponent*
        inline uint64_t CreativeModeInGameReadyCheckInputComponent = 0x2f90; // InputComponent*
        inline uint64_t CreativeModeratorModeInputComponent = 0x2f98; // InputComponent*
        inline uint64_t FlyingModifiers = 0x2fa0; // TArray<float>
        inline uint64_t AdditionalModeratorFlyingModifiers = 0x2fb0; // TArray<float>
        inline uint64_t FlyingModifierIndex = 0x2fc0; // int32
        inline uint64_t FlightSprintMultiplier = 0x2fc8; // FScalableFloat
        inline uint64_t UIMetricsDisplayIndex = 0x2ff0; // int32
        inline uint64_t FlightSpeedWhenEnteredSprint = 0x2ff4; // int32
        inline uint64_t bIsFlightSprinting = 0x2ff8; // bool : 0
        inline uint64_t bIsCreativeModeEnabled = 0x2ff9; // bool : 0
        inline uint64_t bIsCreativeQuickbarEnabled = 0x2ff9; // bool : 1
        inline uint64_t bIsCreativeQuickmenuEnabled = 0x2ff9; // bool : 3
        inline uint64_t bCreativeMCPProfileIsMatchamkingEnabled = 0x2ff9; // bool : 5
        inline uint64_t bIsCreativeThermometer2Enabled = 0x2ffa; // bool : 2
        inline uint64_t bBindQuickMenuInputsWhenFlying = 0x2ffa; // bool : 3
        inline uint64_t bIsCreativeThermometerNewUIEnabled = 0x2ffa; // bool : 4
        inline uint64_t bIsCreativeIslandExporterEnabled = 0x2ffa; // bool : 5
        inline uint64_t bIsCreativeModeratorModeEnabled = 0x2ffa; // bool : 6
        inline uint64_t bIsCreativeModeratorModeActive = 0x2ffa; // bool : 7
        inline uint64_t DefaultCameraModifierClasses = 0x3018; // TArray<Class*>
        inline uint64_t CreativeOptions = 0x3040; // TSoftObjectPtr<FortCreativeOptionsBundle>
        inline uint64_t CreativeOptionsInternal = 0x3060; // FortCreativeOptionsBundle*
        inline uint64_t WantsToGhostMode = 0x3068; // FCreativeOptionVariableBase
        inline uint64_t SocialNotificationInputComponent = 0x3070; // InputComponent*
        inline uint64_t WantsToBeInvulnerable = 0x3078; // FCreativeOptionVariableBase
        inline uint64_t WantedFlightSpeed = 0x3080; // FCreativeOptionVariableBase
        inline uint64_t WantsToSwapPhoneAndHarvestHold = 0x3088; // FCreativeOptionVariableBase
        inline uint64_t WantedUIMetricsDisplay = 0x3090; // FCreativeOptionVariableBase
        inline uint64_t PreferredCreativeMenuTab = 0x3098; // FCreativeOptionVariableBase
        inline uint64_t AppliedInGameModifierAbilitySetHandles = 0x30a0; // TMap<FGuid, FortAbilitySetHandle>
        inline uint64_t AbilityActivatedByInputInputComponentMap = 0x30b8; // TMap<FGuid, InputComponent*>
        inline uint64_t AbilityActivatedByInputSpecHandleMap = 0x30d8; // TMap<FGameplayTag, FGameplayAbilitySpecHandle>
        inline uint64_t SpawnedVehicleComponent = 0x30e8; // FortControllerComponent_SpawnedVehicle*
        inline uint64_t SwingingComponent = 0x30f0; // FortControllerComponent_Swinging*
        inline uint64_t bBindCreativeFlyUp = 0x30f8; // bool : 0
    }

    namespace FortPlayerPawnAthenaRimLight {
        inline uint64_t PhysicalRimLightProperties = 0xc0; // FPhysicalRimLightProperties
        inline uint64_t PhysicalRimLightPropertiesHandle = 0x140; // FDataTableRowHandle
        inline uint64_t PhysicalRimLightComponentClass = 0x150; // Class*
        inline uint64_t PhysicalRimLight = 0x158; // PhysicalRimLightComponent*
    }

    namespace FortWeaponComponent_Swinging {
        inline uint64_t CurForgivenessTimer = 0xc0; // float
        inline uint64_t bTargetUsingWeaponSecondary = 0xc4; // bool : 0
        inline uint64_t TargetingHitResult = 0xe8; // FHitResult
        inline uint64_t bFoundTarget = 0x1e0; // bool : 0
        inline uint64_t bMaintainCurrentTargetAfterSweeps = 0x1e1; // bool : 0
        inline uint64_t CameraLocation = 0x1e8; // FVector
        inline uint64_t CameraDirection = 0x200; // FVector
        inline uint64_t LastTargetPosition = 0x218; // FVector
        inline uint64_t bGrounded = 0x230; // bool : 0
        inline uint64_t bFastSpeed = 0x231; // bool : 0
        inline uint64_t TimeBelowDetachSpeedThreshold = 0x234; // float
        inline uint64_t SpeedThresholdDetachTooSlow = 0x238; // FScalableFloat
        inline uint64_t TimeThresholdDetachTooSlow = 0x260; // FScalableFloat
        inline uint64_t DetachTooSlowMaxDotUp = 0x288; // FScalableFloat
        inline uint64_t LineTraceStartOffsetFromCamera = 0x2b0; // FScalableFloat
        inline uint64_t MaxRangeMultiplierBasedOnHeight = 0x2d8; // FScalableFloat
        inline uint64_t SphereTraceOneStartOffset = 0x300; // FScalableFloat
        inline uint64_t TargetOutOfRange = 0x328; // FScalableFloat
        inline uint64_t SphereTraceOneRange = 0x350; // FScalableFloat
        inline uint64_t SphereTraceTwoRange = 0x378; // FScalableFloat
        inline uint64_t SphereTraceOneRadius = 0x3a0; // FScalableFloat
        inline uint64_t SphereTraceTwoRadius = 0x3c8; // FScalableFloat
        inline uint64_t SpeedLinesThreshold = 0x3f0; // FScalableFloat
        inline uint64_t GroundedThreshold = 0x418; // FScalableFloat
        inline uint64_t MaxDotForProximityDetach = 0x440; // FScalableFloat
        inline uint64_t DistanceForProximityDetach = 0x468; // FScalableFloat
        inline uint64_t MinSpeedForProximityDetach = 0x490; // FScalableFloat
        inline uint64_t DotForValidTargetPosition = 0x4b8; // FScalableFloat
        inline uint64_t SpeedLinesTag = 0x4e0; // FGameplayTag
        inline uint64_t UseIsBlocked = 0x4e4; // FGameplayTag
        inline uint64_t UseIsOnCooldown = 0x4e8; // FGameplayTag
        inline uint64_t SwingInputHeld = 0x4ec; // FGameplayTag
        inline uint64_t PawnTagToAllowTargeting = 0x4f0; // FGameplayTag
        inline uint64_t SpeedLinesGE = 0x4f8; // Class*
        inline uint64_t bAllowTargetWalkableTerrain = 0x500; // FScalableFloat
        inline uint64_t bCheckForCloseDetach = 0x528; // bool : 0
        inline uint64_t bAllowTargetNonBGAStaticMesh = 0x530; // FScalableFloat
        inline uint64_t bAllowTargetSplineMesh = 0x558; // FScalableFloat
        inline uint64_t bAllowTargetVehicles = 0x580; // FScalableFloat
        inline uint64_t bAllowTargetProjectiles = 0x5a8; // FScalableFloat
        inline uint64_t bAllowTargetPullablesWhileSwinging = 0x5d0; // FScalableFloat
        inline uint64_t bAllowTargetPickups = 0x5f8; // FScalableFloat
        inline uint64_t bAllowTargetRebootCards = 0x620; // FScalableFloat
        inline uint64_t AngleFromTargetForSphereSweep = 0x648; // FScalableFloat
        inline uint64_t TargetingDenyListedActorTag = 0x670; // FName
        inline uint64_t DefaultForgivenessTimer = 0x678; // FScalableFloat
        inline uint64_t ExperienceSettingsComponent = 0x6a0; // FortExperienceSettingsComponent*
    }

    namespace FortWeaponFuelGaugeIndicator {
        inline uint64_t FuelGaugeIndicator_Main = 0x338; // FortFuelGaugeIndicator*
        inline uint64_t RepresentedItem = 0x340; // FortWorldItem*
    }

    namespace FortWeaponPickupSpawnModData {
        inline uint64_t ApplyWeaponModData = 0x28; // TArray<FAutoApplyWeaponModData>
        inline uint64_t ModSetDataTable = 0x38; // DataTable*
        inline uint64_t TagToBucketDataCache = 0x40; // TMap<FortWeaponModBucket, FProperty>
    }

    namespace FortGameStateComponent_Quests {
        inline uint64_t PlayersReceivingStatEvents = 0x140; // TArray<FortPlayerController*>
    }

    namespace FortGameStateComponent_Reboot {
        inline uint64_t BuyRebootCardEnabled = 0xd8; // FortCachedScalableFloat
        inline uint64_t RebootCardCost = 0x108; // FScalableFloat
        inline uint64_t SpawnMachineMinimapDrawDistanceSquared = 0x130; // FortCachedScalableFloat
        inline uint64_t SpawnMachineMinimapDrawDistanceSquared_NoRebootCard = 0x160; // FortCachedScalableFloat
        inline uint64_t SpawnMachineRepData = 0x190; // FSpawnMachineRepDataArray
        inline uint64_t EnhancedResurrectionLootItemEntries = 0x1f0; // TArray<FortItemEntry>
        inline uint64_t CachedMutators = 0x200; // TArray<FortAthenaMutator*>
        inline uint64_t CachedSpawnMachineLocations = 0x210; // TArray<FVector>
    }

    namespace FortPawnComponent_AIFormation {
        inline uint64_t Slots = 0xc8; // TArray<FVector>
        inline uint64_t MaxDistanceFromSlotToSprint = 0xd8; // float
        inline uint64_t MinDistanceFromSlotToStopSprint = 0xdc; // float
        inline uint64_t MaxDistanceFromSlotToStopFollowing = 0xe0; // float
        inline uint64_t MaxDistanceForLeaderToWait = 0xe4; // float
        inline uint64_t DistanceToStartMoving = 0xe8; // float
        inline uint64_t RuntimeSlots = 0xf0; // TArray<FortAthenaAIFormationSlotRuntime>
        inline uint64_t MaxDistanceFromSlotToSprintSqr = 0x100; // float
        inline uint64_t MinDistanceFromSlotToStopSprintTransient = 0x104; // float
        inline uint64_t MaxDistanceFromSlotToStopFollowingTransient = 0x108; // float
        inline uint64_t MaxDistanceForLeaderToWaitSqr = 0x10c; // float
        inline uint64_t DistanceToStartMovingSqr = 0x110; // float
    }

    namespace FortPawnComponent_BoneRattler {
        inline uint64_t OnWallRevealTargetPlayerPawnsUpdated = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t WallRevealTargetPlayerPawns = 0xd8; // TArray<TWeakObjectPtr<FortPlayerPawn>>
        inline uint64_t Hotfix_WallRevealApplyTeammates = 0xe8; // FortCachedScalableFloat
        inline uint64_t WallRevealMaxDistance = 0x118; // FortCachedScalableFloat
        inline uint64_t WallRevealSquadToInstigatorDistance = 0x148; // FortCachedScalableFloat
        inline uint64_t WallRevealSquadPosAngleDegreesThreshold = 0x178; // FortCachedScalableFloat
        inline uint64_t WallRevealSquadProjectedMaxWidth = 0x1a8; // FortCachedScalableFloat
        inline uint64_t WallRevealSquadProjectedAngleDegreesThreshold = 0x1d8; // FortCachedScalableFloat
        inline uint64_t WallRevealSquadImpactPosMaxAngleDegreesThreshold = 0x208; // FortCachedScalableFloat
        inline uint64_t PlayerPawnsBlockLOS = 0x238; // FortCachedScalableFloat
        inline uint64_t VehiclesBlockLOS = 0x268; // FortCachedScalableFloat
        inline uint64_t LOSTraceComplex = 0x298; // FortCachedScalableFloat
        inline uint64_t LOSTraceChannel = 0x2c8; // ECollisionChannel
        inline uint64_t CrouchedTraceOffsets = 0x2d0; // TArray<FVector2D>
        inline uint64_t NormalTraceOffsets = 0x2e0; // TArray<FVector2D>
        inline uint64_t WallRevealedHostilePlayerEventTag = 0x2f0; // FGameplayTag
    }

    namespace FortPawnComponent_CustomDepth {
        inline uint64_t bEnableRenderCustomDepth = 0xd0; // bool : 0
        inline uint64_t CustomHighlightingDataPriorityStack = 0xe0; // TArray<FCustomHighlightingOverrideData>
        inline uint64_t DefaultHighlightingData = 0xf0; // FCustomHighlighting
        inline uint64_t CustomDepthMatchedComponents = 0xf8; // TArray<TWeakObjectPtr<PrimitiveComponent>>
    }

    namespace FortPawnComponent_PingCommand {
        inline uint64_t PingInfo = 0xc8; // FortPingInfo
    }

    namespace FortPawnComponent_StormRiding {
        inline uint64_t LastTimeEjected = 0xc8; // float
        inline uint64_t bCanTriggerStormRiding = 0xcc; // bool : 0
        inline uint64_t NativeMovementModeClass = 0xd0; // Class*
        inline uint64_t LaunchMovementModeClass = 0xd8; // Class*
        inline uint64_t BoardActor = 0xe8; // Actor*
        inline uint64_t LateLaunchTeleportLocation = 0xf0; // FVector_NetQuantize
        inline uint64_t WaveDirection = 0x108; // FVector
        inline uint64_t WaveFacingDelta = 0x120; // float
        inline uint64_t WaveNormal = 0x128; // FVector
        inline uint64_t AngleOfIncline = 0x140; // float
        inline uint64_t bIsOnWave = 0x144; // bool : 0
        inline uint64_t bRidingTheWall = 0x145; // bool : 0
        inline uint64_t bGravityActive = 0x146; // bool : 0
        inline uint64_t RotationThisFrame = 0x148; // float
        inline uint64_t AngleToDesired = 0x14c; // float
        inline uint64_t EstimatedAirTime = 0x150; // float
        inline uint64_t LastUpdatedActorLocation = 0x158; // FVector
        inline uint64_t WaveKeepUpThisFrame = 0x170; // FVector
        inline uint64_t IntroMontage = 0x188; // AnimMontage*
    }

    namespace FortWeaponComponent_Subweapon {
        inline uint64_t SubweaponData = 0xc0; // FortSubweaponReplicationData
    }

    namespace FortWeaponMeleeItemDefinition {
        inline uint64_t bPrimaryFireRequiresAmmo = 0x4d0; // bool : 0
        inline uint64_t bSecondaryFireRequiresAmmo = 0x4d0; // bool : 1
        inline uint64_t bNeedsMaterial0MID = 0x4d1; // bool : 0
        inline uint64_t bWatchKills = 0x4d2; // bool : 0
        inline uint64_t bCandyCaneKillReaction = 0x4d3; // bool : 0
        inline uint64_t WeaponMeshCosmeticTransformOffset = 0x4e0; // FTransform
    }

    namespace FortWeaponModStationComponent {
        inline uint64_t OnLocalModPurchaseStarted = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t OnStartInteractWithWorkbenchActor = 0xd8; // MulticastInlineDelegateProperty
        inline uint64_t OnStopInteractWithWorkbenchActor = 0xe8; // MulticastInlineDelegateProperty
        inline uint64_t CurrentInteractingWeaponModStation = 0xf8; // FortWeaponModStationBase*
        inline uint64_t ModStationHotfixEnabled = 0x100; // FScalableFloat
        inline uint64_t RemoveModCost = 0x128; // FScalableFloat
        inline uint64_t CancelInteractDistance = 0x150; // FScalableFloat
        inline uint64_t DefaultIronSightMod = 0x178; // FortWeaponModItemDefinition*
        inline uint64_t DefaultMagazineMod = 0x180; // FortWeaponModItemDefinition*
    }

    namespace FortWeaponPickupSpawnAmmoData {
        inline uint64_t WeaponPickupAmmoCountArray = 0x28; // TArray<FWeaponPickupAmmoCountData>
        inline uint64_t DefaultWeaponAmmoMultiplier = 0x38; // FScalableFloat
        inline uint64_t WeaponPickupAmmoMultiplierOverrideArray = 0x60; // TArray<FWeaponPickupAmmoMultiplierOverrideData>
        inline uint64_t SourceToAmmoMultiplierOverrideArray = 0x70; // TArray<FSourceToAmmoMultiplierOverrideData>
    }

    namespace FortWeaponRangedChronoAncient {
        inline uint64_t PlayerPawnSkeletalMeshComponent = 0x2968; // MeshComponent*
        inline uint64_t GlovePartModifier = 0x2970; // CustomCharacterPartModifier*
        inline uint64_t WeaponSkeletalMesh = 0x2978; // SkeletalMeshComponentBudgeted*
        inline uint64_t NiagaraAncientWeaponAmbientComponent = 0x2980; // NiagaraComponent*
        inline uint64_t GauntletEmissiveOnEquipCurve = 0x2988; // CurveFloat*
        inline uint64_t GauntletEmissiveOnEquipTimeline = 0x2990; // FTimeline
        inline uint64_t GauntletEmissiveOnCatchCurve = 0x2a20; // CurveFloat*
        inline uint64_t GauntletEmissiveOnCatchTimeline = 0x2a28; // FTimeline
        inline uint64_t GauntletEmissiveOnRecallCurve = 0x2ab8; // CurveFloat*
        inline uint64_t GauntletEmissiveOnRecallTimeline = 0x2ac0; // FTimeline
        inline uint64_t BoomerangEmissiveOnEquipCurve = 0x2b50; // CurveFloat*
        inline uint64_t BoomerangEmissiveOnEquipTimeline = 0x2b58; // FTimeline
        inline uint64_t BoomerangEmissiveOnCooldownEndedCurve = 0x2be8; // CurveFloat*
        inline uint64_t BoomerangEmissiveOnCooldownEndedTimeline = 0x2bf0; // FTimeline
        inline uint64_t GauntletEmissiveMaxValue = 0x2cb8; // float
        inline uint64_t GauntletEmissiveGemValue = 0x2cbc; // float
    }

    namespace FortWeaponRangedDemonFireMask {
        inline uint64_t FortPlayerPawn = 0x2968; // TWeakObjectPtr<FortPlayerPawn>
        inline uint64_t OutHits = 0x2970; // TArray<FHitResult>
    }

    namespace FortWeaponRangedForVehicleMod {
        inline uint64_t ModInstance = 0x2ac0; // FortVehicleModComponent*
        inline uint64_t DamageStartBehavior = 0x2ac8; // EVehicleModWeaponUpdateDamageStartSetting
        inline uint64_t bFilterTargetsInSameVehicle = 0x2ac9; // bool : 0
        inline uint64_t SeatWithRoofTag = 0x2acc; // FGameplayTag
    }

    namespace FortWeaponRangedMountedCannon {
        inline uint64_t FirePlayerInSeat = 0x2ab8; // int32
        inline uint64_t bUseLegacyLaunchLogic = 0x2abc; // bool : 0
        inline uint64_t LaunchMode = 0x2abd; // MountedCannonLaunchPlayerMode
        inline uint64_t bCanFireNormalProjectile = 0x2abe; // bool : 0
    }

    namespace SkeletalMeshComponentBudgeted {
        inline uint64_t bAutoRegisterWithBudgetAllocator = 0x1030; // bool : 0
        inline uint64_t bAutoCalculateSignificance = 0x1030; // bool : 1
        inline uint64_t bShouldUseActorRenderedFlag = 0x1030; // bool : 2
    }

    namespace BuildingActorLocalizationCache {
        inline uint64_t CachedLanguages = 0x28; // TArray<FString>
        inline uint64_t CachedBuildingActors = 0x38; // TMap<FBuildingActorLocalizationEntry, FProperty>
    }

    namespace FortInventoryOverrideComponent {
        inline uint64_t MaxStackSizeOverride = 0xc0; // int32
    }

    namespace FortPawnComponent_SpeechBubble {
        inline uint64_t SpeechBubbleShow = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t SpeechBubbleHide = 0xd8; // MulticastInlineDelegateProperty
        inline uint64_t SpeechBubbleTexts = 0xe8; // TSoftObjectPtr<DataTable>
        inline uint64_t SpeechBubbleWidgetComponentClass = 0x108; // Class*
        inline uint64_t IsEnabled = 0x110; // FScalableFloat
        inline uint64_t OnlyDisplaysBetweenTeammates = 0x138; // FScalableFloat
        inline uint64_t UseRandomTextAtEachSpeech = 0x160; // FScalableFloat
        inline uint64_t DisplayBubbleDuration = 0x188; // FScalableFloat
        inline uint64_t SpeechBubbleMaxDrawDistance = 0x1b0; // FScalableFloat
        inline uint64_t CheckGroupMembersToSpeak = 0x1d8; // FScalableFloat
        inline uint64_t CheckFactionMembersInRadius = 0x200; // FScalableFloat
        inline uint64_t SpeechBubbleInfo = 0x228; // FortSpeechBubbleInfo
        inline uint64_t CachedSelectedText = 0x240; // FText
        inline uint64_t bIsLocallySpeaking = 0x250; // bool : 0
        inline uint64_t SpeechBubbleMaxDrawDistanceSqr = 0x254; // float
        inline uint64_t bShouldShowSpeechBubble = 0x258; // bool : 0
        inline uint64_t TextWidgetComponent = 0x260; // WidgetComponent*
        inline uint64_t CachedGroupComponent = 0x270; // FortPawnComponent_AIGroup*
        inline uint64_t LoadedTextsDataTable = 0x278; // DataTable*
    }

    namespace FortPawnComponent_VoidTeleport {
        inline uint64_t TeleportHelperClassToSpawn = 0xc8; // Class*
        inline uint64_t DemonMaskVoidEquipmentTag = 0xd0; // FGameplayTag
        inline uint64_t BGAToTeleport = 0xd4; // TWeakObjectPtr<BuildingGameplayActor>
        inline uint64_t CurrentTrackedVoidProjectile = 0xdc; // TWeakObjectPtr<FortProjectileBase>
        inline uint64_t OwnerFortPawn = 0xe4; // TWeakObjectPtr<FortPawn>
        inline uint64_t TeleportHelperActor = 0xec; // TWeakObjectPtr<VoidMaskTeleportHelperActor>
        inline uint64_t bForceCrouch = 0xf4; // bool : 0
        inline uint64_t bForceCrouchPredicted = 0xf5; // bool : 0
        inline uint64_t OwnerFortMovementComp = 0xf8; // TWeakObjectPtr<FortMovementComp_Character>
    }

    namespace FortPawnComponent_WingedFlying {
        inline uint64_t FlyingStatus = 0xc8; // EWingedFlyingStatus
        inline uint64_t ForwardSpeed = 0xcc; // float
        inline uint64_t AddedDownZVelocity = 0xd0; // float
        inline uint64_t NativeCurrentHeightAboveWorld = 0xd4; // float
        inline uint64_t CurrentFlyingEnergy = 0xd8; // float
        inline uint64_t bIntendsToBoost = 0xdc; // bool : 0
        inline uint64_t bIntendsToAscend = 0xdd; // bool : 0
        inline uint64_t bIntendsToCrash = 0xde; // bool : 0
        inline uint64_t bIntendsToRollLeft = 0xdf; // bool : 0
        inline uint64_t bIntendsToRollRight = 0xe0; // bool : 0
        inline uint64_t FlyingMovementModeExtension = 0xe8; // Class*
        inline uint64_t TagsToEnableSkimmingCheck = 0xf0; // FGameplayTagContainer
        inline uint64_t SkimCheckTraceChannel = 0x110; // ECollisionChannel
        inline uint64_t SkimCheckLeftStartSocket = 0x114; // FName
        inline uint64_t SkimCheckLeftEndSocket = 0x118; // FName
        inline uint64_t SkimCheckRightStartSocket = 0x11c; // FName
        inline uint64_t SkimCheckRightEndSocket = 0x120; // FName
        inline uint64_t TagToEnableHeightCheck = 0x124; // FGameplayTag
        inline uint64_t HeightCheckInterval = 0x128; // FScalableFloat
        inline uint64_t HeightCheckTraceLength = 0x150; // FScalableFloat
    }

    namespace FortPlayerControllerSpectating {
        inline uint64_t CurrentCameraType = 0x3110; // ESpectatorCameraType
        inline uint64_t CameraModeCycle = 0x3118; // TArray<ESpectatorCameraType>
        inline uint64_t QuickBarDefinitions = 0x3160; // FQuickBarData
        inline uint64_t OnFollowedPlayerChanged = 0x3190; // MulticastInlineDelegateProperty
        inline uint64_t OnCameraTypeChanged = 0x31a0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerBecameRelevant = 0x31b0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerBecameIrrelevant = 0x31c0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerStateAdded = 0x31d0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerStateChanged = 0x31e0; // MulticastInlineDelegateProperty
        inline uint64_t OnFocusReticleVisibilityChanged = 0x31f0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerDied = 0x3200; // MulticastInlineDelegateProperty
        inline uint64_t OnTimelineScrubbed = 0x3210; // MulticastInlineDelegateProperty
        inline uint64_t OnZoomChanged = 0x3220; // MulticastInlineDelegateProperty
        inline uint64_t OnShowNotification = 0x3230; // MulticastInlineDelegateProperty
        inline uint64_t OnShowNotificationsEnabledChanged = 0x3240; // MulticastInlineDelegateProperty
        inline uint64_t OnFollowedPlayerChangedTeam = 0x3250; // MulticastInlineDelegateProperty
        inline uint64_t OnSlomoChanged = 0x3260; // MulticastInlineDelegateProperty
        inline uint64_t OnHotkeyAssigned = 0x3270; // MulticastInlineDelegateProperty
        inline uint64_t OnHotkeyInvoked = 0x3280; // MulticastInlineDelegateProperty
        inline uint64_t SpectatorPostProcessMaterial = 0x32b8; // MaterialInterface*
        inline uint64_t SpectatorPawnBaseClass = 0x32e0; // Class*
        inline uint64_t ThirdPersonPawnBaseClass = 0x32e8; // Class*
        inline uint64_t HoverDronePawnClass = 0x32f0; // Class*
        inline uint64_t BattleMapPawnClass = 0x32f8; // Class*
        inline uint64_t ARDronePawnClass = 0x3300; // Class*
        inline uint64_t HoverDroneDynamicPawnClass = 0x3308; // Class*
        inline uint64_t MinimapIndicatorClass = 0x3310; // Class*
        inline uint64_t SavedCameraStates = 0x3318; // TArray<FSavedPlayerSpectatorCameraData>
        inline uint64_t PlayerRelevancyTrackingMap = 0x3610; // TMap<PlayerState*, bool>
        inline uint64_t AddedPlayersMap = 0x3620; // TMap<FUniqueNetIdRepl, FortPlayerStateAthena*>
        inline uint64_t PlayerMatchReports = 0x3630; // TMap<FUniqueNetIdRepl, AthenaPlayerMatchReport*>
        inline uint64_t ChaseCamOffset = 0x3640; // FVector
        inline uint64_t LastDamagerOfViewTarget = 0x3658; // FortPlayerState*
        inline uint64_t HotkeyCameras = 0x3660; // FSavedSpectatorCameras
        inline uint64_t HotkeyCamerasBackup = 0x3670; // FSavedSpectatorCameras
        inline uint64_t LastKnownViewTarget = 0x36c8; // Actor*
        inline uint64_t RemoteViewRotSnapshotManager = 0x3788; // FRemoteViewRotSnapshotManager
        inline uint64_t CameraBoundsVolume = 0x37f0; // Volume*
        inline uint64_t ClampDroneToCameraBoundsVolume = 0x37f8; // bool : 0
        inline uint64_t RelevancyZoneIndicatorClass = 0x3840; // Class*
        inline uint64_t SpectatorPlayerHighlighterClass = 0x3848; // Class*
        inline uint64_t RelevancyZoneIndicator = 0x3850; // FortRelevancyZoneIndicator*
        inline uint64_t SpectatorPlayerHighlightersMap = 0x3858; // TMap<FUniqueNetIdRepl, FortSpectatorPlayerHighlighter*>
        inline uint64_t ReplayContext = 0x3868; // FortReplayContext*
        inline uint64_t MarkerComponent = 0x38d0; // AthenaMarkerComponent*
        inline uint64_t SquadMembers = 0x38d8; // TArray<FortPlayerStateAthena*>
        inline uint64_t FollowedPlayerRemoteClientInfo = 0x3920; // FortBroadcastRemoteClientInfo*
        inline uint64_t OverriddenTODManager = 0x3948; // TScriptInterface<FortTimeOfDayManagerInterface>
        inline uint64_t DebugEmoteOverrides = 0x3970; // TMap<FString, FortMontageItemDefinitionBase*>
    }

    namespace FortWeaponComp_FirstPersonMesh {
        inline uint64_t FirstPersonMeshFOVThreshold = 0xc0; // float
        inline uint64_t WeaponMeshBoundsScale = 0xc8; // FortCachedScalableFloat
        inline uint64_t FirstPersonCameraGameplayEffect = 0xf8; // Class*
        inline uint64_t ThirdPersonWeaponMeshComp = 0x100; // SkeletalMeshComponentBudgeted*
    }

    namespace FortWeaponComponent_BarrelSpin {
        inline uint64_t RPMGainPerSecond = 0xc0; // FScalableFloat
        inline uint64_t RPMLossPerSecond = 0xe8; // FScalableFloat
        inline uint64_t MaxRPM = 0x110; // FScalableFloat
        inline uint64_t bStopOnUnEquip = 0x138; // bool : 0
        inline uint64_t OnSpoolingStarted = 0x140; // MulticastInlineDelegateProperty
        inline uint64_t OnBrakingStarted = 0x150; // MulticastInlineDelegateProperty
        inline uint64_t OnRPMChanged = 0x160; // MulticastInlineDelegateProperty
        inline uint64_t CurrentRPM = 0x17c; // float
        inline uint64_t bIsSpooling = 0x180; // bool : 0
    }

    namespace FortWeaponRanged_DualWieldable {
        inline uint64_t SecondaryFireAnimation = 0x2968; // AnimMontage*
        inline uint64_t SecondaryReloadAnimation = 0x2970; // AnimMontage*
        inline uint64_t BothPairedReloadAnimation = 0x2978; // AnimMontage*
        inline uint64_t SecondaryWeaponFireMontage = 0x2980; // AnimMontage*
        inline uint64_t SecondaryWeaponReloadMontage = 0x2988; // AnimMontage*
        inline uint64_t DualWieldRole = 0x2990; // EFortWeaponDualWieldRole
        inline uint64_t bCombineWeaponFunctionality = 0x2991; // bool : 0
        inline uint64_t bCombinedSecondaryFiresWithPrimary = 0x2991; // bool : 1
        inline uint64_t bAlternateWeaponFiring = 0x2994; // bool : 0
        inline uint64_t bSecondaryUsesPrimaryAmmo = 0x2994; // bool : 1
        inline uint64_t bAllowDeferredSecondaryFireInputForPrimaryWeapon = 0x2994; // bool : 2
        inline uint64_t PairedWeapon = 0x2998; // TWeakObjectPtr<FortWeaponRanged_DualWieldable>
    }

    namespace FortWeaponRangedDual_MurkyVole {
        inline uint64_t OnMissileNumberChanged = 0x2968; // MulticastInlineDelegateProperty
        inline uint64_t MissileAmmoDefinition = 0x2978; // FortItemDefinition*
        inline uint64_t MissileProjectileClass = 0x2980; // Class*
        inline uint64_t MissileGravityScale = 0x2988; // FScalableFloat
        inline uint64_t MissileMinTurnSpeed = 0x29b0; // FScalableFloat
        inline uint64_t MissileMaxTurnSpeed = 0x29d8; // FScalableFloat
        inline uint64_t MissileRampTimeForTurnSpeed = 0x2a00; // FScalableFloat
        inline uint64_t MissileLockTargetDistanceThreshold = 0x2a28; // FScalableFloat
        inline uint64_t MissileFiredNumber = 0x2a50; // int32
        inline uint64_t LocalMissileNumber = 0x2a54; // int32
        inline uint64_t ActualMissileNumber = 0x2a58; // int32
    }

    namespace FortWeaponRangedDualForVehicle {
        inline uint64_t MountedWeaponInfo = 0x2a38; // FMountedWeaponInfo
        inline uint64_t MountedWeaponInfoRepped = 0x2af8; // FMountedWeaponInfoRepped
        inline uint64_t LeftWeaponLoc = 0x2b40; // FVector
        inline uint64_t LeftWeaponRot = 0x2b58; // FRotator
        inline uint64_t RightWeaponLoc = 0x2b70; // FVector
        inline uint64_t RightWeaponRot = 0x2b88; // FRotator
    }

    namespace FortWeaponRangedOctopusTowhook {
        inline uint64_t OnTargetUpdated = 0x2ab8; // MulticastInlineDelegateProperty
        inline uint64_t TowhookFuelCost = 0x2ac8; // FScalableFloat
    }

    namespace FortWeaponReticleExtensionData {
        inline uint64_t WeaponToReticleExtensionMap = 0x28; // TMap<FPrimaryAssetId, TSoftClassPtr<UserWidget>>
        inline uint64_t TagToReticleExtensionMap = 0x38; // TMap<FGameplayTag, TSoftClassPtr<UserWidget>>
        inline uint64_t bStartHidden = 0x48; // bool : 0
    }

Classes: 200 shown (of 15395), highest priority first.

Structs

    namespace Vector {
        inline uint64_t X = 0x0; // double
        inline uint64_t Y = 0x8; // double
        inline uint64_t Z = 0x10; // double
    }

    namespace Vector2D {
        inline uint64_t X = 0x0; // double
        inline uint64_t Y = 0x8; // double
    }

    namespace Vector4 {
        inline uint64_t X = 0x0; // double
        inline uint64_t Y = 0x8; // double
        inline uint64_t Z = 0x10; // double
        inline uint64_t W = 0x18; // double
    }

    namespace Rotator {
        inline uint64_t Pitch = 0x0; // double
        inline uint64_t Yaw = 0x8; // double
        inline uint64_t Roll = 0x10; // double
    }

    namespace Quat {
        inline uint64_t X = 0x0; // double
        inline uint64_t Y = 0x8; // double
        inline uint64_t Z = 0x10; // double
        inline uint64_t W = 0x18; // double
    }

    namespace Transform {
        inline uint64_t Rotation = 0x0; // FQuat
        inline uint64_t Translation = 0x20; // FVector
        inline uint64_t Scale3D = 0x40; // FVector
    }

    namespace Matrix {
        inline uint64_t XPlane = 0x0; // FPlane
        inline uint64_t YPlane = 0x20; // FPlane
        inline uint64_t ZPlane = 0x40; // FPlane
        inline uint64_t WPlane = 0x60; // FPlane
    }

    namespace LinearColor {
        inline uint64_t R = 0x0; // float
        inline uint64_t G = 0x4; // float
        inline uint64_t B = 0x8; // float
        inline uint64_t A = 0xc; // float
    }

    namespace Color {
        inline uint64_t B = 0x0; // uint8
        inline uint64_t G = 0x1; // uint8
        inline uint64_t R = 0x2; // uint8
        inline uint64_t A = 0x3; // uint8
    }

    namespace Guid {
        inline uint64_t A = 0x0; // int32
        inline uint64_t B = 0x4; // int32
        inline uint64_t C = 0x8; // int32
        inline uint64_t D = 0xc; // int32
    }

    namespace HitResult {
        inline uint64_t FaceIndex = 0x0; // int32
        inline uint64_t time = 0x4; // float
        inline uint64_t Distance = 0x8; // float
        inline uint64_t Location = 0x10; // FVector_NetQuantize
        inline uint64_t ImpactPoint = 0x28; // FVector_NetQuantize
        inline uint64_t Normal = 0x40; // FVector_NetQuantizeNormal
        inline uint64_t ImpactNormal = 0x58; // FVector_NetQuantizeNormal
        inline uint64_t TraceStart = 0x70; // FVector_NetQuantize
        inline uint64_t TraceEnd = 0x88; // FVector_NetQuantize
        inline uint64_t PenetrationDepth = 0xa0; // float
        inline uint64_t MyItem = 0xa4; // int32
        inline uint64_t Item = 0xa8; // int32
        inline uint64_t ElementIndex = 0xac; // uint8
        inline uint64_t bBlockingHit = 0xad; // bool : 0
        inline uint64_t bStartPenetrating = 0xad; // bool : 1
        inline uint64_t PhysMaterial = 0xb0; // TWeakObjectPtr<PhysicalMaterial>
        inline uint64_t HitObjectHandle = 0xb8; // FActorInstanceHandle
        inline uint64_t Component = 0xd8; // TWeakObjectPtr<PrimitiveComponent>
        inline uint64_t BoneName = 0xf0; // FName
        inline uint64_t MyBoneName = 0xf4; // FName
    }

    namespace OverlapResult {
        inline uint64_t OverlapObjectHandle = 0x0; // FActorInstanceHandle
        inline uint64_t Component = 0x20; // TWeakObjectPtr<PrimitiveComponent>
        inline uint64_t bBlockingHit = 0x40; // bool : 0
    }

    namespace GameplayTag {
        inline uint64_t TagName = 0x0; // FName
    }

    namespace GameplayTagContainer {
        inline uint64_t GameplayTags = 0x0; // TArray<FGameplayTag>
        inline uint64_t ParentTags = 0x10; // TArray<FGameplayTag>
    }

    namespace Timespan {
        inline uint64_t Ticks = 0x0; // int64
    }

    namespace DateTime {
        inline uint64_t Ticks = 0x0; // int64
    }

    namespace Box {
        inline uint64_t min = 0x0; // FVector
        inline uint64_t max = 0x18; // FVector
        inline uint64_t IsValid = 0x30; // bool : 0
    }

    namespace BoxSphereBounds {
        inline uint64_t origin = 0x0; // FVector
        inline uint64_t BoxExtent = 0x18; // FVector
        inline uint64_t SphereRadius = 0x30; // double
    }

    namespace MinimalViewInfo {
        inline uint64_t Location = 0x0; // FVector
        inline uint64_t Rotation = 0x18; // FRotator
        inline uint64_t FOV = 0x30; // float
        inline uint64_t DesiredFOV = 0x34; // float
        inline uint64_t FirstPersonFOV = 0x38; // float
        inline uint64_t FirstPersonScale = 0x3c; // float
        inline uint64_t OrthoWidth = 0x40; // float
        inline uint64_t bAutoCalculateOrthoPlanes = 0x44; // bool : 0
        inline uint64_t AutoPlaneShift = 0x48; // float
        inline uint64_t bUpdateOrthoPlanes = 0x4c; // bool : 0
        inline uint64_t bUseCameraHeightAsViewTarget = 0x4d; // bool : 0
        inline uint64_t OrthoNearClipPlane = 0x50; // float
        inline uint64_t OrthoFarClipPlane = 0x54; // float
        inline uint64_t PerspectiveNearClipPlane = 0x58; // float
        inline uint64_t AspectRatio = 0x5c; // float
        inline uint64_t bConstrainAspectRatio = 0x68; // bool : 0
        inline uint64_t bUseFirstPersonParameters = 0x68; // bool : 1
        inline uint64_t bUseFieldOfViewForLOD = 0x68; // bool : 2
        inline uint64_t ProjectionMode = 0x6c; // ECameraProjectionMode
        inline uint64_t PostProcessBlendWeight = 0x70; // float
        inline uint64_t PostProcessSettings = 0x80; // FPostProcessSettings
        inline uint64_t OffCenterProjectionOffset = 0x830; // FVector2D
        inline uint64_t OverscanResolutionFraction = 0x8b0; // float
        inline uint64_t CropFraction = 0x8b4; // float
        inline uint64_t AsymmetricCropFraction = 0x8c0; // FVector4f
    }

    namespace CameraCacheEntry {
        inline uint64_t Timestamp = 0x0; // float
        inline uint64_t POV = 0x10; // FMinimalViewInfo
    }

    namespace RepMovement {
        inline uint64_t LinearVelocity = 0x0; // FVector
        inline uint64_t AngularVelocity = 0x18; // FVector
        inline uint64_t Location = 0x30; // FVector
        inline uint64_t Rotation = 0x48; // FRotator
        inline uint64_t Acceleration = 0x60; // FVector
        inline uint64_t bSimulatedPhysicSleep = 0x78; // bool : 0
        inline uint64_t bRepPhysics = 0x78; // bool : 1
        inline uint64_t bRepAcceleration = 0x78; // bool : 2
        inline uint64_t TeleportSeq = 0x79; // uint8
        inline uint64_t ServerFrame = 0x7c; // int32
        inline uint64_t ServerPhysicsHandle = 0x80; // int32
        inline uint64_t LocationQuantizationLevel = 0x84; // EVectorQuantization
        inline uint64_t VelocityQuantizationLevel = 0x85; // EVectorQuantization
        inline uint64_t RotationQuantizationLevel = 0x86; // ERotatorQuantization
    }

    namespace Key {
        inline uint64_t KeyName = 0x0; // FName
    }

    namespace InputActionKeyMapping {
        inline uint64_t ActionName = 0x0; // FName
        inline uint64_t bShift = 0x4; // bool : 0
        inline uint64_t bCtrl = 0x4; // bool : 1
        inline uint64_t bAlt = 0x4; // bool : 2
        inline uint64_t bCmd = 0x4; // bool : 3
        inline uint64_t Key = 0x8; // FKey
    }

    namespace UniqueNetIdRepl {
        inline uint64_t ReplicationBytes = 0x20; // TArray<uint8>
    }

    namespace PredictProjectilePathParams {
        inline uint64_t StartLocation = 0x0; // FVector
        inline uint64_t LaunchVelocity = 0x18; // FVector
        inline uint64_t bTraceWithCollision = 0x30; // bool : 0
        inline uint64_t ProjectileRadius = 0x34; // float
        inline uint64_t MaxSimTime = 0x38; // float
        inline uint64_t bTraceWithChannel = 0x3c; // bool : 0
        inline uint64_t TraceChannel = 0x3d; // ECollisionChannel
        inline uint64_t ObjectTypes = 0x40; // TArray<EObjectTypeQuery>
        inline uint64_t ActorsToIgnore = 0x50; // TArray<Actor*>
        inline uint64_t SimFrequency = 0x60; // float
        inline uint64_t OverrideGravityZ = 0x64; // float
        inline uint64_t DrawDebugType = 0x68; // EDrawDebugTrace
        inline uint64_t DrawDebugTime = 0x6c; // float
        inline uint64_t bTraceComplex = 0x70; // bool : 0
    }

    namespace PredictProjectilePathResult {
        inline uint64_t PathData = 0x0; // TArray<FPredictProjectilePathPointData>
        inline uint64_t LastTraceDestination = 0x10; // FPredictProjectilePathPointData
        inline uint64_t HitResult = 0x48; // FHitResult
    }

    namespace BasedPosition {
        inline uint64_t base = 0x0; // Actor*
        inline uint64_t Position = 0x8; // FVector
        inline uint64_t CachedBaseLocation = 0x20; // FVector
        inline uint64_t CachedBaseRotation = 0x38; // FRotator
        inline uint64_t CachedTransPosition = 0x50; // FVector
    }

    namespace RigidBodyState {
        inline uint64_t Position = 0x0; // FVector_NetQuantize100
        inline uint64_t Quaternion = 0x20; // FQuat
        inline uint64_t LinVel = 0x40; // FVector_NetQuantize100
        inline uint64_t AngVel = 0x58; // FVector_NetQuantize100
        inline uint64_t Flags = 0x70; // uint8
    }

    namespace BoneNode {
        inline uint64_t TranslationRetargetingMode = 0x0; // EBoneTranslationRetargetingMode
    }

    namespace VirtualBone {
        inline uint64_t SourceBoneName = 0x0; // FName
        inline uint64_t TargetBoneName = 0x4; // FName
        inline uint64_t VirtualBoneName = 0x8; // FName
    }

    namespace NetViewer {
        inline uint64_t Connection = 0x0; // NetConnection*
        inline uint64_t InViewer = 0x8; // Actor*
        inline uint64_t ViewTarget = 0x10; // Actor*
        inline uint64_t ViewLocation = 0x18; // FVector
        inline uint64_t ViewDir = 0x30; // FVector
    }

    namespace Transform3f {
        inline uint64_t Rotation = 0x0; // FQuat4f
        inline uint64_t Translation = 0x10; // FVector3f
        inline uint64_t Scale3D = 0x20; // FVector3f
    }

    namespace Transform3d {
        inline uint64_t Rotation = 0x0; // FQuat4d
        inline uint64_t Translation = 0x20; // FVector3d
        inline uint64_t Scale3D = 0x40; // FVector3d
    }

    namespace Vector3f {
        inline uint64_t X = 0x0; // float
        inline uint64_t Y = 0x4; // float
        inline uint64_t Z = 0x8; // float
    }

    namespace Vector3d {
        inline uint64_t X = 0x0; // double
        inline uint64_t Y = 0x8; // double
        inline uint64_t Z = 0x10; // double
    }

Structs: 35 shown.

Functions

bool FortActorSpawner::TrySpawnActor(); // 0xF43676E
FortAthenaCreativePortal* FortAthenaCreativePortal::GetPlayerState(); // 0x10210D56
void FortWeapon::K2_ConsumeAmmo(int32 Quantity, bool bCheckInfiniteAmmo); // 0x7C3BC7C
bool SpecialEventCursorPawnComponent::GetViewportSize(FVector2D OutViewportSize); // 0x9873400
FortAIPawn* FortAIPawn::K2_FindExistingItemForDefinition(FGuid ItemVariantGuid, bool bInStorageVault); // 0x74A0E98
FortAIPawn* FortAIPawn::K2_GetDefenderItem(); // 0x10B6CAC0
bool SpecialEventCursorPawnComponent::GetWorldLocationAndDirection(FVector OutWorldLocation, FVector OutWorldDirection); // 0x9873626
FortPlayerControllerAthena* FortPlayerControllerAthena::GetGameStateAthena(); // 0x10ECC176
void JunoNamedPOIComponent::K2_OnPlayerExitedCampCosmetic(PlayerController* PlayerController, int32 CurrentAwesomeLevel, int32 AwesomePoints, JunoNamedPOIComponent* OwningCamp); // 0x1F94C
PlayerController* JunoNamedPOIComponent::K2_OnPlayerEnteredCampCosmetic(int32 CurrentAwesomeLevel, int32 AwesomePoints, JunoNamedPOIComponent* OwningCamp); // 0x1F94C
void JunoWorldRegistryInterface::GetWorldAnalyticsInfo(Object* WorldContextObject, FVector WorldLocation, FJunoWorldAnalyticsInfoResult WorldAnalyticsInfo); // 0x9BF67A6
void FortWeapon::K2_OnUnEquip(); // 0x1F94C
bool JunoWorldSettingsBlueprintLibrary::CanGetWorldSettings(Object* WorldContextObject); // 0x9BF7690
void JunoWorldRegistryInterface::GetWorldDebugInfoText(FortPlayerPawn* PlayerPawn, FJunoDebugWorldInfoResult WorldDebugInfo); // 0x9BF6D78
FortGameplayAbility* FortGameplayAbility::GetPlayerControllerFromActorInfo(); // 0x1011997E
void BuildingGameplayActor::K2_ExecuteGameplayCueWithParams(FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters); // 0x68984D2
void BuildingGameplayActor::K2_RemoveGameplayCue(FGameplayTag GameplayCueTag); // 0x6898974
int32 HazelnutSpreadBaseLeaderboardVM::GetLocalPlayerPlacement(); // 0x1283F3CC
void BuildingGameplayActor::K2_ExecuteGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context); // 0x68980B4
FortWeapon* FortWeapon::GetPlayerController(); // 0x10FBF010
void BuildingGameplayActor::K2_AddGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context); // 0x68977F4
void BuildingGameplayActor::K2_AddGameplayCueWithParams(FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters); // 0x6897C12
FInterchangeMeshGeometry InterchangePipelineMeshesUtilities::GetMeshGeometryByUid(FString MeshGeometryUid); // 0x97F5868
void CreativeMoveToolBlueprintPreview::GetMeshesLocationAndRadius(TArray<FVector> WorldLocations, TArray<float> SphericalRadius); // 0x6C0DFF6
CustomCharacterPartModifier* CustomCharacterPartModifier::K2_GetVFXComponent(FGameplayTag EffectTag); // 0x6C7D3C2
FString InterchangePipelineMeshesUtilities::GetMeshGeometrySkeletonRootUid(FString MeshGeometryUid); // 0x97F5AA2
void BuildingProp_CaptureItemSpawner::K2_NotifyFeedbackEvent(FGameplayFeedbackEventParams EventParams, bool bFriendlyEvent); // 0x1F94C
FString InterchangePipelineMeshesUtilities::GetMeshInstanceSkeletonRootUid(FString MeshInstanceUid); // 0x97F5F44
FInterchangeMeshInstance InterchangePipelineMeshesUtilities::GetMeshInstanceByUid(FString MeshInstanceUid); // 0x97F5D0A
EPushFrontierResult LandmassPathfinder::K2_StepPathfinder(TArray<FVector> OutLocations, TArray<float> OutCosts, TArray<bool> bOutIsSnapped, TArray<EPathfinderNodeState> OutNodeStates); // 0x9C97220
void LandmassPathfinder::K2_GetPriorityList(TArray<FVector> Locations, TArray<float> Costs); // 0x9C96E10
bool LandmassCluster::K2_AddConnection(Actor* LeafActorB); // 0x9C90252
bool HomeBaseContext::GetLocalPlayerHomebaseRating(int32 Rating, float ProgressFraction, bool bUsePhoenixStats); // 0x76BD33E
JunoBlueprintLibrary* JunoBlueprintLibrary::SpawnPersistentActor(FTransform SpawnTransform, ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingOverride, Pawn* Instigator, JunoPersistentPlayspace* Playspace, FGameplayTagQuery PlayspaceTagQuery); // 0x9BD5DD4
void JunoBlueprintLibrary::GetWorldStartPosition(Object* WorldContextObject, FVector Location, bool bIsReady); // 0x9BD0E74
void JunoAction::K2_OnExecuteAction(FJunoActionTargetPayload ActionTargetPayload, JunoAction* Config); // 0x1F94C
void JunoWorldRegistryManager::GetWorldAnalyticsInfo(Object* WorldContextObject, FVector WorldLocation, FJunoWorldAnalyticsInfoResult WorldAnalyticsInfo); // 0x9CFBDAE
int32 JunoProceduralWorldSettings::GetWorldGridCount(); // 0x12C042CA
TArray<FVector> ProceduralRoads::K2_GetRoadGridDataAtLocation(FVector InLocation); // 0x9CA2772
FBoxSphereBounds JunoWorldRegistryManager::GetWorldBounds(); // 0x12C6BF78
int32 JunoWorldTileLayoutInterface::GetWorldSize(); // 0x12C517F8
FIntPoint JunoWorldTileLayoutInterface::GetWorldOriginTileOffset(); // 0x12C516D8
void JunoWorldRegistryManager::GetWorldDebugInfoText(FortPlayerPawn* PlayerPawn, FJunoDebugWorldInfoResult WorldDebugInfo); // 0x9CFC38C
FVector JunoBuildingBehavior::GetWorldSpaceGridOffset(); // 0x12A96D8A
TArray<PlayerController*> JunoLocalPlayersProximityComponent::GetLocalPlayersInRange(); // 0x12A50C04
EJunoKnowledgeState JunoKnowledgeBlueprintLibrary::GetWorldRecipeKnowledgeState(FName RecipeName, Object* WorldContextObject, FortPlayerController* Instigator); // 0x9B48B36
int32 FortAthenaMutator_SpecialRelevancy::GetLocalPlayerIndex(); // 0x10359DA0
void JunoNamedPOIComponent::K2_OnAwesomeLevelChangedCosmetic(FJunoAwesomeLevelChangeData ChangeData, JunoNamedPOIComponent* PlayerController); // 0x1F94C
void JunoNamedPOIComponent::K2_OnCampNameChanged(FText NewName, JunoCampActor* OwningCamp, JunoNamedPOIComponent* PlayerController); // 0x1F94C
JunoCampActor* JunoNamedPOIComponent::K2_OnCampMarkerChanged(FJunoMarker NewMarker, JunoNamedPOIComponent* PlayerController); // 0x1F94C
FJunoAwesomePointModificationData JunoNamedPOIComponent::K2_OnAwesomePointsModifiedCosmetic(JunoNamedPOIComponent* PlayerController); // 0x1F94C
void FortAthenaMutator_SpecialRelevancy::SpawnActorPerRelevancyGroup(FSpecialActorSpawnData NewSpawnData, TArray<Actor*> SpawnedActors); // 0x67FFE32
FVector JunoBuildingBehavior::GetWorldSpacePivotOffset(); // 0x12A97092
FVector2D JunoBuildingBehavior::GetWorldSpaceGridOffsetLimits(FVector2D MinOffset, FVector2D MaxOffset); // 0x9AB3874
void FortAthenaMutator_SpecialRelevancy::GetPlayerStates(TArray<FortPlayerStateAthena*> OutPlayerStates, int32 RelevancyGroupIndex); // 0x67FB4CE
int32 FortAthenaMutator_SpecialRelevancy::GetLocalPlayerRelevancyGroupIndex(); // 0x10359E32
FortAthenaMutator_SpecialRelevancy* FortAthenaMutator_SpecialRelevancy::GetPawnAtIndex(int32 PlayerIndex, int32 RelevancyGroupIndex, bool bLogError); // 0x67F9BB0
FortAthenaMutator_SpecialRelevancy* FortAthenaMutator_SpecialRelevancy::GetPlayerStateAtIndex(int32 PlayerIndex, int32 RelevancyGroupIndex, bool bLogError); // 0x67FAB00
void BuildingActor::K2_UpdateEditorPreview(bool bHasMoved); // 0x1F94C
bool InterchangeMeshBundleNode::GetMeshNodeUids(TArray<FString> OutMeshNodeUids); // 0x95BC2C8
bool InterchangeMeshBundleNode::GetMeshNodeTransforms(FString MeshNodeUid, TArray<FTransform> OutNodeTransforms); // 0x95BBED4
EInterchangeMeshSkinCompositionType InterchangeMeshBaseNode::GetMeshSkinComposition(InterchangeBaseNodeContainer* BaseNodeContainer); // 0x95BABA0
void InterchangeMeshLODContainerNode::GetMeshLODNodeUids(TArray<FString> OutMeshLODNodeUid); // 0x95BD696
float FortDelMarVehicleInterface::GetWorldAppliedBonusSpeed(); // 0x120D593E
void FortDelMarGaragePreviewVehicle::K2_OnActiveCameraUpdated(); // 0x1F94C
bool FortGenericMapViewModel::GetWorldLocationFocus(FVector2D OutWorldLocationFocus); // 0x948A3C8
void InterchangeSkeletalMeshLodDataNode::GetMeshUids(TArray<FString> OutMeshUids); // 0x965A60E
FortVolumeManager* FortVolumeManager::GetPlayerStateFromNetID(FUniqueNetIdRepl UniqueNetId); // 0x69099A2
void FortMantisPawnComponent::SimulateInputEvent(EFortMantisTechniqueActivationInputType InputType, EFortMantisTechniqueActivationTimingType InputTiming, bool bForceProcessEvent, bool bResetMeleeCooldown); // 0x9700D4A
int32 InterchangeSkeletalMeshLodDataNode::GetMeshUidsCount(); // 0x125E2AE8
int32 InterchangeStaticMeshLodDataNode::GetMeshUidsCount(); // 0x125EDB68
void InterchangeStaticMeshLodDataNode::GetMeshUids(TArray<FString> OutMeshNames); // 0x967118C
void FortPlayerParachute::K2_SetChuteMeshVisibility(bool bParachuteVisibility); // 0x1F94C
FortVehicleInterface* FortVehicleInterface::GetPawnAtSeat(int32 SeatIndex); // 0x6EC8384
bool FortScalableFloatUtils::K2_SetValueWithContext(FScalableFloat Input, int32 OverrideValue, bool bShouldApply); // 0x6E9E31E
int32 FortAIEncounterInfo::GetPawnNumberLimit(); // 0x1101AFEC
FortGameStateAthena* FortSpawnActorComponent::OnPlaylistDataLoaded(FortPlaylist* Playlist, FGameplayTagContainer PlaylistContextTags); // 0x6A4D8B8
FortRegisteredPlayerInfo* FortRegisteredPlayerInfo::GetPlayerState(); // 0x1076BD30
void FortItemPreviewOnPawnActor::GetPawnLocations(TArray<FVector> PawnLocations); // 0x6EFCE7A
FVector FortItemPreviewOnPawnActor::GetPawnLocation(); // 0x107AEE2E
FortQuestManager* FortQuestManager::GetPlayerControllerBP(); // 0x10C26A8E
void FortUserOptionContainerComponent::K2_HandleUserOptionsLoaded(); // 0x1F94C
void FortInfluenceMap::K2_AddInfluenceSource(Object* WorldContext, FVector Position, FString SourceName, float Strength); // 0x7CECC30
void FortInfluenceMap::K2_GetInfluenceSourcePositions(Object* WorldContext, TArray<FVector> InfluenceSourcePositions); // 0x7CED34E
void FortUserOptionContainerComponent::K2_HandleUserOptionsChanged(TArray<FName> ChangedPropertyNames); // 0x1F94C
Class* FortAthenaAISpawnerDataComponent_SpawnParamsBase::GetPawnClass(); // 0x110FC4A4
FDataTableRowHandle FortAthenaAISpawnerDataComponent_SpawnParamsBase::GetPawnStatHandle(); // 0x110FC528
void FortAthenaNpcPatrollingComponent::K2_NewFuturePatrolPath(FortAthenaNpcPatrollingComponent* NewPatrolPath); // 0x1F94C
AthenaSpectatorPlayerListRowData* AthenaSpectatorPlayerListRowData::GetPlayerState(); // 0xE6E5B08
FVector AthenaBarrierFlag::GetMeshScale(); // 0x101DDDF4
TArray<FName> WrapPreviewGridActor::GetMeshComponentNames(); // 0x1068344A
bool BlueprintLibrarySTW::GetLocalPlayerHasHeroBackpack(Object* WorldContextObject); // 0x4CAF258
EFortStructuralGridQueryResults BuildingStructuralSupportSystem::K2_CanAddCenterCellActorToGrid(FVector WorldLocation, FBuildingSupportCellIndex GridIndices, EFortBuildingType CenterCellType, int32 OutHorizontalGridIdx, TArray<BuildingActor*> OutExistingBuildings, bool OutbStructurallySupported, bool bAllowStaticOverlap, bool bPerformCollisionChecks); // 0x6928BF4
EFortStructuralGridQueryResults BuildingStructuralSupportSystem::K2_CanAddBuildingActorToGrid(FVector Location, FRotator Rotation, bool bMirrored, TArray<BuildingActor*> ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment MarkerOptionalAdjustment, bool bAllowStaticOverlap); // 0x6927CD2
bool BlueprintLibrarySTW::GetLocalPlayerHasHeroHeadAccessories(Object* WorldContextObject); // 0x4CAF258
void BuildingActor::K2_HandleUserOptionsLoaded(); // 0x1F94C
void BuildingActor::K2_SetupForEditorPreview(); // 0x1F94C
BuildingActor* BuildingActor::K2_SpawnBuildingActor(Object* WorldContextObject, FTransform Transform, Actor* OptionalInstigator, bool bDeferConstruction, bool bTransient); // 0x68743A6
void BuildingActor::K2_HandleUserOptionsChanged(TArray<FName> ChangedPropertyNames); // 0x1F94C
void PhoneToolActorTargetMode::ServerSpawnActorWithTransform(Actor* ActorToSpawn, FTransform TargetTransform, bool bAllowOverlap, bool bAllowGravity, bool bIgnoreStructuralIssues, bool bForPreviewing, bool bNotifyLiveEdit); // 0x6C27812
void PartyDisplayManager::GetMeshForCurrentDisplayedItem(PartyDisplayManager* OutDisplayedMesh); // 0x1F94C
bool BuildingActor::K2_CanEditorImportWithStaticMobility(bool bCanBeImportedWithStaticMobility); // 0x1F94C
EFortStructuralGridQueryResults BuildingStructuralSupportSystem::K2_CanAddFloorActorToGrid(FVector WorldLocation, FBuildingSupportCellIndex GridIndices, EFortBuildingType FloorType, EStructuralFloorPosition OutFloorPosition, int32 OutFloorIdx, TArray<BuildingActor*> OutExistingBuildings, bool OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks); // 0x6929A9A
bool BuildingStructuralSupportSystem::K2_GetWorldLocFromGridIndices(FBuildingSupportCellIndex GridIndices, FVector OutWorldLoc); // 0x692E7A2
void BuildingStructuralSupportSystem::K2_GetNeighboringBuildingActors(EFortBuildingType BuildingType, FVector WorldLocation, FBuildingSupportCellIndex OutActorGridIndices, FBuildingNeighboringActorInfo OutNeighboringActors); // 0x692DF88
void BuildingStructuralSupportSystem::K2_GetNeighboringActorsForWallActor(FVector WorldLocation, FBuildingSupportCellIndex OutActorGridIndices, FBuildingNeighboringActorInfo OutNeighboringActors); // 0x692D96E
CreativeBlueprintLibrary* CreativeBlueprintLibrary::GetPlayerStateFromUniqueNetID(Object* WorldContextObject, FUniqueNetIdRepl NetIDToGet); // 0x6BAB17A
TArray<MeshComponent*> CreativeMoveToolOverrides::GetMeshComponents(); // 0x1F94C
void CreativeEditOnlyMeshComponent::K2_UpdateEditorPreview(bool bHasMoved); // 0x1F94C
void CreativeEditOnlyMeshComponent::K2_SetupForEditorPreview(); // 0x1F94C
bool BuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCells(TArray<FBuildingSupportCellIndex> CellIndices, FBuildingGridActorFilter Filter, FBuildingNeighboringActorInfo OutActorsInGridCell); // 0x692C2E4
bool BuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCell(FVector WorldLocation, FBuildingGridActorFilter Filter, FBuildingNeighboringActorInfo OutActorsInGridCell); // 0x692BCBE
EFortStructuralGridQueryResults BuildingStructuralSupportSystem::K2_CanAddWallActorToGrid(FVector WorldLocation, FBuildingSupportCellIndex GridIndices, EFortBuildingType WallType, EStructuralWallPosition OutWallPosition, int32 OutWallIdx, TArray<BuildingActor*> OutExistingBuildings, bool OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks); // 0x692ABAC
FBox BuildingStructuralSupportSystem::K2_GetGridBoxFromWorldLoc(FVector WorldLocation); // 0x692C91E
void BuildingStructuralSupportSystem::K2_GetNeighboringActorsForCenterCellActor(FVector WorldLocation, FBuildingSupportCellIndex OutActorGridIndices, FBuildingNeighboringActorInfo OutNeighboringActors); // 0x692D342
void BuildingStructuralSupportSystem::K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray<BuildingSMActor*> LogicalBuildingActors); // 0x692CF74
bool BuildingStructuralSupportSystem::K2_GetGridIndicesFromWorldLoc(FVector WorldLoc, FBuildingSupportCellIndex OutGridIndices); // 0x692CB68
double JunoWorldTileEventBuilder::GetWorldRadius(); // 0x12C55310
void MoverComponent::K2_RegisterMove(Class* MoveClass); // 0x5AEDCC0
void MoverComponent::K2_RegisterMoves(TArray<Class*> MoveClasses); // 0x5AEDEDC
void MoverComponent::K2_ScheduleInstantMovementEffect(int32 EffectAsRawData); // 0x5AEE11A
FMovementModifierHandle MoverComponent::K2_QueueMovementModifier(int32 MoveAsRawData); // 0x5AED9C6
void MoverComponent::K2_QueueInstantMovementEffect(int32 EffectAsRawData); // 0x5AED06C
void MoverComponent::K2_QueueLayeredMove(int32 MoveAsRawData); // 0x5AED30E
bool MoverComponent::K2_QueueLayeredMoveActivationWithContext(Class* MoveLogicClass, int32 MoveAsRawData); // 0x5AED5B0
FQuat PoseSearchFeatureChannel_Heading::BP_GetWorldRotation(AnimInstance* AnimInstance); // 0x1F94C
void JunoWheelActor::K2_RemoveGameplayCue(FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters); // 0x9E4CADE
void JunoWheelActor::K2_ExecuteGameplayCueWithParams(FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters); // 0x9E4C654
void WaterSplineComponent::K2_SynchronizeAndBroadcastDataChange(); // 0xD80B29E
void MoverComponent::K2_UnregisterMove(Class* MoveClass); // 0x5AEE3BC
void MoverDataCollectionLibrary::K2_AddDataToCollection(FMoverDataCollection Collection, int32 SourceAsRawBytes); // 0x5AFDECA
void MoverDataCollectionLibrary::K2_GetDataFromCollection(bool DidSucceed, FMoverDataCollection Collection, int32 TargetAsRawBytes); // 0x5AFE654
void MoverComponent::K2_FindMovementModifier(FMovementModifierHandle ModifierHandle, bool bFoundModifier, int32 TargetAsRawBytes); // 0x5AEC772
BaseMovementModeTransition* BaseMovementModeTransition::K2_GetMoverComponent(); // 0xF5215FE
void BaseMovementModeTransition::K2_OnRegistered(); // 0x1F94C
void BaseMovementModeTransition::K2_OnUnregistered(); // 0x1F94C
void BaseMovementMode::K2_OnUnregistered(); // 0x1F94C
void BaseMovementMode::K2_OnActivated(); // 0x1F94C
void BaseMovementMode::K2_OnDeactivated(); // 0x1F94C
void BaseMovementMode::K2_OnRegistered(FName ModeName); // 0x1F94C
FVector MovementRecordUtils::K2_GetTotalMoveDelta(FMovementRecord MovementRecord); // 0x5AD30D0
void MovementRecordUtils::K2_SetDeltaSeconds(FMovementRecord OutMovementRecord, float DeltaSeconds); // 0x5AD3328
void MoverComponent::K2_FindActiveLayeredMove(bool DidSucceed, int32 TargetAsRawBytes); // 0x5AEBFFE
FVector MovementRecordUtils::K2_GetRelevantVelocity(FMovementRecord MovementRecord); // 0x5AD2E24
bool LayeredMoveLogic::K2_GetActiveMoveData(LayeredMoveLogic* MoveLogic, FLayeredMoveInstancedData OutMoveData); // 0x5AB6F66
void LayeredMoveLogic::K2_SetActiveMoveData(LayeredMoveLogic* MoveLogic, FLayeredMoveInstancedData OutMoveData); // 0x5AB736E
FVector MovementRecordUtils::K2_GetRelevantMoveDelta(FMovementRecord MovementRecord); // 0x5AD2BCC
void GameplayCueNotify_Actor::K2_EndGameplayCue(); // 0xEA99CC
Actor* GameplayCueNotify_Actor::K2_HandleGameplayCue(EGameplayCueEvent EventType, FGameplayCueParameters Parameters); // 0x1F94C
FGameplayAbilitySpecHandle AbilitySystemComponent::K2_GiveAbility(int32 Level, int32 InputID); // 0x5434EB2
void EnhancedPlayerMappableKeyProfile::K2_FindKeyMapping(FPlayerKeyMapping OutKeyMapping, FMapPlayerKeyArgs InArgs); // 0xEC36BC8
Object* MVVMViewModelContextResolver::K2_DestroyInstance(MVVMViewModelContextResolver* View); // 0x1F94C
BlueprintCameraNodeEvaluator* BlueprintCameraNodeEvaluator::GetPlayerController(); // 0xEE8315E
FMinimalViewInfo SequenceCameraShakeTestUtil::GetCameraCachePOV(); // 0x5653454
GameplayAbility* AbilityTask_SpawnActor::FinishSpawningActor(FGameplayAbilityTargetDataHandle TargetData, AbilityTask_SpawnActor* SpawnedActor); // 0x53E9EF0
AbilityTask_SpawnActor* AbilityTask_SpawnActor::SpawnActor(GameplayAbility* OwningAbility, FGameplayAbilityTargetDataHandle TargetData); // 0x53EA4DA
void GameplayAbility::K2_ActivateAbility(); // 0x1F94C
void LFNBaseUtilitiesLibrary::GetActorBoundsFromGeometryComponents(Actor* Actor, bool bOnlyCollidingComponents, FVector origin, FVector BoxExtent); // 0x9FA7DC4
FGameplayAbilitySpecHandle AbilitySystemComponent::K2_GiveAbilityAndActivateOnce(int32 Level, int32 InputID); // 0x5435484
Class* AbilitySystemComponent::K2_InitStats(AbilitySystemComponent* DataTable); // 0x5435A56
bool AbilityTask_SpawnActor::BeginSpawningActor(FGameplayAbilityTargetDataHandle TargetData, Actor* SpawnedActor); // 0x53E9736
TScriptInterface<MVVMViewModelContextResolver> MVVMViewModelContextResolver::K2_CreateInstance(Class* ExpectedType, UserWidget* UserWidget); // 0x1F94C
FVector PoseSearchFeatureChannel_Velocity::BP_GetWorldVelocity(AnimInstance* AnimInstance); // 0x1F94C
FVector PoseSearchFeatureChannel_Velocity::BP_GetWorldVelocityFromContext(FChooserEvaluationContext Context); // 0x5973AB0
bool MVVMSubsystem::K2_CompareFloatValues(EMVVMConditionOperation Operation, float Value, float CompareValue, float CompareMaxValue); // 0x577CAF2
FVector PoseSearchFeatureChannel_Position::BP_GetWorldPositionFromContext(FChooserEvaluationContext Context); // 0x5973AB0
void JunoWheelActor::K2_AddGameplayCueWithParams(FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters); // 0x9E4C1CA
FQuat PoseSearchFeatureChannel_Heading::BP_GetWorldRotationFromContext(FChooserEvaluationContext Context); // 0x59723B6
FVector PoseSearchFeatureChannel_Position::BP_GetWorldPosition(AnimInstance* AnimInstance); // 0x1F94C
void MVVMViewModelBase::K2_BroadcastFieldValueChanged(FieldNotificationId FieldId); // 0x577E8EC
void MVVMViewModelBase::K2_RemoveFieldValueChangedDelegate(FieldNotificationId FieldId, DelegateProperty Delegate); // 0x577EB50
bool MVVMViewModelBase::K2_SetPropertyValue(int32 OldValue, int32 NewValue); // 0x577EF3C
void MVVMViewModelBase::K2_AddFieldValueChangedDelegate(FieldNotificationId FieldId, DelegateProperty Delegate); // 0x577E500
FMVVMAvailableBinding MVVMSubsystem::K2_GetAvailableBinding(FMVVMBindingName BindingName, Class* Accessor); // 0x577D1FC
TArray<FMVVMAvailableBinding> MVVMSubsystem::K2_GetAvailableBindings(Class* Accessor); // 0x577D792
MVVMSubsystem* MVVMSubsystem::K2_GetViewFromUserWidget(UserWidget* UserWidget); // 0x577DBA0
BaseMovementMode* BaseMovementMode::K2_GetMoverComponent(); // 0xF5215FE
void PCGRenderTargetData::K2_Initialize(TextureRenderTarget2D* InRenderTarget, FTransform InTransform, bool bInReadbackToCPU, bool bInTakeOwnershipOfRenderTarget); // 0x612F20A
PCGSpatialData* PCGSpatialData::K2_IntersectWith(PCGSpatialData* InOther); // 0x613071A
PCGSpatialData* PCGSpatialData::K2_ProjectOn(FPCGProjectionParams InParams); // 0x6130948
FTransform PCGPolyLineData::K2_GetTransformAtDistance(int32 SegmentIndex, double Distance, FBox OutBounds, bool bWorldSpace); // 0x612D386
void PCGMetadata::K2_InitializeAsCopyWithAttributeFilter(PCGMetadata* InMetadataToCopy, TSet<TSet<FProperty>> InFilteredAttributes, TArray<int64> InOptionalEntriesToCopy, EPCGMetadataFilterMode InFilterMode, EPCGStringMatchingOperator InMatchOperator); // 0x62A2BDE
PCGParamData* PCGParamData::K2_FilterParamsByKey(int64 InKey); // 0x62EE87E
PCGParamData* PCGParamData::K2_FilterParamsByName(FName InName); // 0x62EEAA6
bool PCGSpawnActorSettings::GetAllowTemplateActorEditing(); // 0xFE5DAD8
void PCGSplineData::K2_Initialize(TArray<FSplinePoint> InSplinePoints, bool bInClosedLoop, FTransform InTransform, TArray<int64> InOptionalEntryKeys); // 0x61331C8
EDynamicMeshDrawPath BaseDynamicMeshComponent::GetMeshDrawPath(); // 0xFCE03FC
PCGSpatialData* PCGSpatialData::K2_UnionWith(PCGSpatialData* InOther); // 0x6132352
bool PCGSpatialData::K2_ProjectPoint(FTransform InTransform, FBox InBounds, FPCGProjectionParams InParams, FPCGPoint OutPoint, PCGMetadata* OutMetadata); // 0x6130D56
bool PCGSpatialData::K2_SamplePoint(FTransform Transform, FBox Bounds, FPCGPoint OutPoint, PCGMetadata* OutMetadata); // 0x6131846
PCGSpatialData* PCGSpatialData::K2_Subtract(); // 0x6132124
void PCGMetadata::K2_InitializeAsCopy(PCGMetadata* InMetadataToCopy, TArray<int64> InOptionalEntriesToCopy); // 0x62A272C
FString JunoDebugWatermark::GetWorldID(); // 0x12CEADDC
float HeadMountedDisplayFunctionLibrary::GetWorldToMetersScale(Object* WorldContext); // 0x6341E00
void ARSharedWorldGameState::K2_OnARWorldMapIsReady(); // 0x1F94C
void FortAthenaVehicle::K2_ApplyCosmeticWrap(FortAthenaVehicle* LoadedWrap); // 0x1F94C
void JunoWorldTile::GetJunoWorldTileTransform(Actor* ActorInWorldTile, FTransform Transform, EJunoGetWorldTileTransformResult Result); // 0x9C2F802
void JunoWorldTile::GetJunoWorldTileBounds(Actor* ActorInWorldTile, FBox TileBounds, EJunoGetWorldTileBoundsResult Result); // 0x9C2F230
FortAthenaVehicle* FortAthenaVehicle::GetPawnAtSeat(int32 SeatIdx); // 0x789D36A
FBox PCGBlueprintHelpers::GetActorBoundsPCG(Actor* InActor, bool bIgnorePCGCreatedComponents); // 0x620A95C
void PCGDifferenceData::K2_AddDifference(PCGDifferenceData* InDifference); // 0x61267F8
void PCGDynamicMeshData::K2_Initialize(DynamicMesh* InMesh, TArray<MaterialInterface*> InMaterials, bool bCanTakeOwnership); // 0x61272F8
TArray<uint8> ARSessionConfig::GetWorldMapData(); // 0xFF2CFDC
EARWorldMappingState ARBlueprintLibrary::GetWorldMappingStatus(); // 0xFF25BAC
FTransform ARFaceGeometry::GetWorldSpaceEyeTransform(EAREye Eye); // 0x63374E6
EARWorldAlignment ARSessionConfig::GetWorldAlignment(); // 0xFF2CFC4
ContextualAnimActorInterface* ContextualAnimActorInterface::GetMesh(); // 0xD7921B2
ContextualAnimUtilities* ContextualAnimUtilities::TryGetMeshComponentWithSocket(FName SocketName); // 0x5BDCC0A
bool ContextualAnimUtilities::TryGetSocketTransformFromActor(Actor* Actor, FName SocketName, ERelativeTransformSpace TransformSpace, FTransform OutSocketTransform); // 0x5BDCFDE
float EntityActorTextDisplayComponent::GetWorldSize(); // 0xF88F882
Character* GameplayBehavior::K2_OnTriggeredCharacter(GameplayBehaviorConfig* Config, GameplayBehavior* SmartObjectOwner); // 0x1F94C
Pawn* GameplayBehavior::K2_OnTriggeredPawn(GameplayBehaviorConfig* Config, GameplayBehavior* SmartObjectOwner); // 0x1F94C
void GameplayBehavior::K2_TriggerBehavior(Actor* avatar, GameplayBehaviorConfig* Config, GameplayBehavior* SmartObjectOwner); // 0x5EDA378
void ChaosMoverSimulation::K2_QueueInstantMovementEffect(int32 EffectAsRawData); // 0x5B05102
void ChaosMoverSimulation::K2_QueueLayeredMove(int32 LayeredMoveAsRawData); // 0x5B053A6
FMovementModifierHandle ChaosMoverSimulation::K2_QueueMovementModifier(int32 MoveAsRawData); // 0x5B05648
void ChaosMoverBlueprintLibrary::K2_ScheduleLayeredMove_Authority(MoverComponent* MoverComponent, int32 MoveAsRawData); // 0x5B008BE
void ChaosMoverBlueprintLibrary::K2_QueueInstantMovementEffect_Authority(MoverComponent* MoverComponent, int32 EffectAsRawData); // 0x5AFFD14
void ChaosMoverBlueprintLibrary::K2_QueueLayeredMove_Authority(MoverComponent* MoverComponent, int32 MoveAsRawData); // 0x5B000F2
void ChaosMoverBlueprintLibrary::K2_ScheduleInstantMovementEffect_Authority(MoverComponent* MoverComponent, int32 EffectAsRawData); // 0x5B004D0
void GameplayBehavior::K2_OnTriggered(Actor* avatar, GameplayBehaviorConfig* Config, GameplayBehavior* SmartObjectOwner); // 0x1F94C
bool SmartObjectComponent::K2_SetSmartObjectEnabledForReason(FGameplayTag ReasonTag, bool bEnabled); // 0x5EF41A2
TArray<FSmartObjectSlotDefinition> SmartObjectDefinition::K2_GetSlots(); // 0xF9D98BE
SmartObjectSubsystem* SmartObjectSubsystem::GetSmartObjectComponent(FSmartObjectClaimHandle ClaimHandle, ETrySpawnActorIfDehydrated TrySpawnActorIfDehydrated); // 0x5EFE456
bool SmartObjectComponent::K2_SetSmartObjectEnabled(bool bEnable); // 0x5EF3F7A
MeshPartition* MeshPartition::GetMeshPartitionDefinition(); // 0xE2F80CE
EMeshNetworkNodeType MeshNetworkComponent::GetMeshNetworkNodeType(); // 0xFA4F346
EMeshNetworkNodeType MeshNetworkSubsystem::GetMeshNetworkNodeType(); // 0xF4DF146
void GameplayBehavior::K2_OnFinished(Actor* avatar, bool bWasInterrupted); // 0x1F94C
void GameplayBehavior::K2_OnFinishedCharacter(Character* avatar, bool bWasInterrupted); // 0x1F94C
void GameplayBehavior::K2_OnFinishedPawn(Pawn* avatar, bool bWasInterrupted); // 0x1F94C
int32 GameplayBehavior::K2_GetNextActorIndexInSequence(int32 CurrentIndex); // 0x5EDA124
SmartObjectSubsystem* SmartObjectSubsystem::GetSmartObjectComponentByRequestResult(FSmartObjectRequestResult Result, ETrySpawnActorIfDehydrated TrySpawnActorIfDehydrated); // 0x5EFE852
void GameplayBehavior::K2_AbortBehavior(GameplayBehavior* avatar); // 0x5ED9CD8
void GameplayBehavior::K2_EndBehavior(GameplayBehavior* avatar); // 0x5ED9EFE
void FortItemPreviewOnPawnActor::GetPawns(TArray<FortPlayerPawn*> Pawns, bool bIncludePrimaryPawn, bool bIncludeSecondaryPawn, bool bIncludeAdditionalPawns); // 0x6EFD0A8
TArray<FortPickup*> FortKismetLibrary::K2_SpawnPickupInWorldForInstancedLoot(int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner, Actor* OptionalOwnerInstigator); // 0x7A8B416
FortKismetLibrary* FortKismetLibrary::K2_SpawnPickupInWorldWithClass(int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner, Actor* OptionalOwnerInstigator); // 0x7A8CD7A
FortKismetLibrary* FortKismetLibrary::K2_SpawnPickupInWorldWithClassAndItemEntry(Object* WorldContextObject, Class* PickupClass, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner); // 0x7A8E81A
FortKismetLibrary* FortKismetLibrary::K2_SpawnPickupInWorld(Object* WorldContextObject, FortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner, Actor* OptionalOwnerInstigator); // 0x7A89ABE
int32 FortKismetLibrary::K2_RemoveItemsFromPlayerByIntStateValue(Controller* PlayerController, EFortItemEntryState StateType, int32 StateValue, bool bForceRemoval); // 0x7A88A9C
FortKismetLibrary* FortKismetLibrary::K2_ResolveComponentFromActor(ActorComponent* ComponentProperty); // 0x7A891A8
void FortKismetLibrary::K2_SetCurrentResourceType(FortPlayerController* Controller, EFortResourceType NewMaterial); // 0x7A896DC
FortKismetLibrary* FortKismetLibrary::K2_SpawnPickupInWorldWithLevel(Object* WorldContextObject, FortWorldItemDefinition* ItemDefinition, int32 WorldLevel, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner, Actor* OptionalOwnerInstigator); // 0x7A96BE2
TArray<FortPickup*> FortKismetLibrary::K2_SpawnPickupInWorldWithLevelForInstancedLoot(int32 WorldLevel, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner); // 0x7A9865C
TArray<FortPickup*> FortKismetLibrary::K2_SpawnPickupInWorldWithLootTier(Object* WorldContextObject, FName LootTierName, FVector Position, int32 OverrideMaxStackCount, Actor* OptionalASCInterface, bool bToss, bool bTossWithVelocity, FVector TossVelocity, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, int32 LootWorldLevel); // 0x7A9A170
TArray<FortPickup*> FortKismetLibrary::K2_SpawnPickupInWorldWithClassForInstancedLoot(Object* WorldContextObject, FortWorldItemDefinition* ItemDefinition, Class* PickupClass, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner); // 0x7A950A6
TArray<FortPickup*> FortKismetLibrary::K2_SpawnPickupInWorldWithClassAndItemEntryForInstancedLoot(Object* WorldContextObject, FortItemEntry ItemEntry, Class* PickupClass, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner); // 0x7A8FFE6
FortKismetLibrary* FortKismetLibrary::K2_SpawnPickupInWorldWithClassAndLevel(FortWorldItemDefinition* ItemDefinition, int32 WorldLevel, Class* PickupClass, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, FortPlayerController* OptionalOwnerPC, bool bPickupOnlyRelevantToOwner); // 0x7A917BE
TArray<FortPickup*> FortKismetLibrary::K2_SpawnPickupInWorldWithClassAndLevelForInstancedLoot(Object* WorldContextObject, FortWorldItemDefinition* ItemDefinition, int32 WorldLevel, Class* PickupClass, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, int32 PickupInstigatorHandle, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, bool bPickupOnlyRelevantToOwner, Actor* OptionalOwnerInstigator); // 0x7A933E0
int32 FortKismetLibrary::K2_RemoveItemFromPlayerByGuid(Controller* PlayerController, FGuid ItemGuid, int32 AmountToRemove, bool bForceRemoval); // 0x7A88380
int32 FortKismetLibrary::K2_GetOverflowCountIfItemWasAddedToInventory(FortItemEntry ItemEntry); // 0x7A83F48
FortKismetLibrary* FortKismetLibrary::K2_GetResourceItemDefinition(EFortResourceType ResourceType); // 0x7A8438C
void FortKismetLibrary::K2_GiveBuildingResource(FortPlayerController* Controller, EFortResourceType ResourceType, int32 ResourceAmount); // 0x7A8460A
int32 FortKismetLibrary::K2_GetNumAvailableBuildingResources(FortPlayerController* Controller, EFortResourceType ResourceType); // 0x7A83B76
EFortResourceType FortKismetLibrary::K2_GetCurrentResourceType(FortPlayerController* Controller); // 0x7A83192
int32 FortKismetLibrary::K2_GetInventorySpace(TScriptInterface<FortInventoryOwnerInterface> InventoryOwner); // 0x7A833B4
int32 FortKismetLibrary::K2_GetItemQuantityOnPlayer(ItemDefinitionBase* ItemDefinition, FGuid ItemVariantGuid); // 0x7A835E2
int32 FortKismetLibrary::K2_RemoveFortItemFromPlayer(FortItem* Item, int32 AmountToRemove, bool bForceRemoval); // 0x7A86A8E
Object* FortKismetLibrary::K2_RemoveItemFromAllPlayers(FortWorldItemDefinition* ItemDefinition, FGuid ItemVariantGuid, int32 AmountToRemove); // 0x7A871A0
int32 FortKismetLibrary::K2_RemoveItemFromPlayer(FortWorldItemDefinition* ItemDefinition, FGuid ItemVariantGuid, int32 AmountToRemove, bool bForceRemoval, bool bSkipVerbRemoval); // 0x7A8790C
int32 FortKismetLibrary::K2_PayBuildingResourceCost(FortPlayerController* Controller, EFortResourceType ResourceType, int32 ResourceAmount); // 0x7A862FC
void FortKismetLibrary::K2_GiveItemToAllPlayers(Object* WorldContextObject, FortWorldItemDefinition* ItemDefinition, FGuid ItemVariantGuid, int32 NumberToGive, bool bNotifyPlayer); // 0x7A84B92
void FortKismetLibrary::K2_GiveItemToPlayer(Controller* PlayerController, FortWorldItemDefinition* ItemDefinition, FGuid ItemVariantGuid, int32 NumberToGive, bool bNotifyPlayer); // 0x7A854BE
bool FortKismetLibrary::K2_HasBuildingResourcesAvailable(FortPlayerController* Controller, EFortResourceType ResourceType, int32 ResourceAmount); // 0x7A85D3A
FortPlayerController* FortPlayerController::BP_GetLocalPlayer(); // 0x10F8078A
bool AthenaHUDContext::GetLocalPlayerWonMatch(); // 0x113E9FE6
int32 FortMissionLibrary::GetLocalPlayerAccountLevel(Object* WorldContextObject); // 0x717E01A
void AthenaDiscoverabilityBase::K2_OnBecomeInactive(); // 0x1F94C
void AthenaCommonPrioritizedWidget::K2_OnBecomeActive(); // 0x1F94C
void AthenaCommonPrioritizedWidget::K2_OnBecomeInactive(); // 0x1F94C
void AthenaDiscoverabilityBase::K2_OnBecomeActive(); // 0x1F94C
MonologueComponent* MonologueComponent::GetPawnOrOwner(); // 0x11C01080
MonologueComponent* MonologueComponent::GetPawn(); // 0x11C00FDA
TScriptInterface<FortMovementComp_Character> FortMovementComp_Character::K2_GetExternalSkyDivingProvider(); // 0x10F36E2A
TMap<FName, FMonologueFact> MonologueWorldSubsystem::GetWorldFacts(); // 0x11C1C5D0
BuilderToolBehavior* BuilderToolBehavior::GetPlayerController(); // 0x11BE3E40
bool FNFeelingsComponent::K2_GetSingleFeelingState(FGameplayTag FeelingTag, FNSingleFeelingStateRuntime OutFound); // 0x8A7F742
bool FNFeelingsComponent::K2_GetMainFeelingState(FNSingleFeelingStateRuntime OutFound); // 0x8A7F488
void FortMinigameItemListComponent::K2_NotifyItemListChanged(); // 0x1F94C
void FortPlayerPawnAthena::K2_PreSetOwner(FortPlayerPawnAthena* NewOwner); // 0x1F94C
void FortLevelSaveComponent::K2_GetLoadedLinkId(FOnlineLinkId LinkId); // 0x6E11934
void FortLevelSaveComponent::K2_GetLoadedXpCalibrationPhase(EDynamicXpCalibrationPhase CalibrationPhase); // 0x6E11C02
Actor* FortKismetLibrary::SpawnTransientVehicle(Class* VehicleClass, FortAthenaVehicle* SpawnedVehicle, FTransform SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, FortKismetLibrary* InstigatorPawn); // 0x7AC2C98
void FortAthenaLivingWorldSpawnActionBlueprint::K2_OnSpawnedActor(Actor* SpawnedActor, TScriptInterface<FortAthenaLivingWorldSpawnActionBlueprint> SourcePointProvider); // 0x1F94C
void FortAthenaLivingWorldSpawnActionBlueprint::K2_OnSpawnedActorFailed(TScriptInterface<FortAthenaLivingWorldSpawnActionBlueprint> SourcePointProvider); // 0x1F94C
Actor* FortKismetLibrary::SpawnTransientActor(Actor* SpawnedActor, FTransform SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, FortKismetLibrary* InstigatorPawn); // 0x7AC0796
void FortMinigameItemContainerComponent::K2_NotifyItemContainerChanged(); // 0x1F94C
void FortMinigameItemContainerComponent::K2_SetupForEditorPreview(); // 0x1F94C
void FortMinigameItemContainerComponent::K2_UpdateEditorPreview(bool bHasMoved); // 0x1F94C
EMeshNetworkNodeType FortMeshNetworkEventsSubsystem::GetMeshNetworkNodeType(); // 0x102D676A
FortGameStateComponent_RadiusTracker* FortGameStateComponent_RadiusTracker::GetGameStateRadiusTrackerComponent(); // 0x671F15A
FortPickup* FortPickup::GetPawnWhoDroppedPickup(); // 0x10851CDA
bool FortMediaPlayerCtrl::GetPlayerStateIsPreparing(); // 0x10C823FA
FVector FortKismetLibrary::K2_GetClosestAxisXY(FVector InVector); // 0x7A82F64
void FortGlobals::K2_RequestCoreContentUpdate(DelegateProperty OnComplete); // 0x7A0852C
void FortGlobals::K2_UninstallVerseURIs(TArray<FString> VerseURIs, DelegateProperty OnComplete); // 0x7A0874E
FortHeldObjectComponent* FortHeldObjectComponent::GetMeshComponent(); // 0x104DDC4E
void FortGlobals::K2_ReleaseVerseURIs(TArray<FString> VerseURIs, DelegateProperty OnComplete, bool bInverse); // 0x7A07F58
void FortGlobals::K2_GetVerseURIInstallStats(TArray<FString> VerseURIs, DelegateProperty OnComplete); // 0x7A0772C
void FortGlobals::K2_InstallVerseURIs(TArray<FString> VerseURIs, DelegateProperty OnComplete); // 0x7A07B42
FortAscenderZipline* FortAscenderZipline::GetPawnUsingHandle(); // 0x21049BE
int32 ExtractableCoreUtils::K2_GetExperienceToNextLevels(Object* ExtractableObject, int32 LevelsToIncrease); // 0x87E6BBA
FortInventorySubsystem* FortInventorySubsystem::GetViewTargetItemForActionTag(FGameplayTag ActionTag); // 0x6FCDDF8
bool AttachableWheel::GetWorldSpaceAttachData(FAttachableWheelAttachData OutAttachData, PrimitiveComponent* PrimitiveComponent, FName BodyName); // 0x88C5484
bool ExtractableCoreUtils::K2_AddExperienceToExtractable(Object* ExtractableObject, int32 ExperienceToGain); // 0x87E67B6
int32 FortGameUserSettings::GetMeshQuality(); // 0x106F819C
FString FortHoverDroneDynamicCameraComponent::GetBoneName(); // 0x100814BA
TArray<FName> AssetTagsSubsystem::K2_GetCollectionsContainingAsset(FSoftObjectPath AssetPath); // 0x88973B4
void FortGlobals::K2_GetVerseURIInstallPercent(TArray<FString> VerseURIs, DelegateProperty OnComplete); // 0x7A07316
void FortGameplayAbility::K2_TriggerFromAnimation(FGameplayTag ApplicationTag); // 0x1F94C
void FortGameplayAbility_JumpBoostPack::K2_ServerIsStartingBoost(FGameplayTag InExecutingGameplayTag); // 0x1F94C
void FortGameplayAbility_JumpBoostPack::K2_ServerIsStoppingBoost(FGameplayTag InExecutingGameplayTag); // 0x1F94C
bool FortGameplayAbility::K2_ShouldUseDecoTool(FGameplayAbilityActorInfo ActorInfo); // 0x1F94C
void FortGameplayAbility::K2_AbilityCompleted(); // 0x1011A8A0
void FortGameplayAbility::K2_OnAbilityRemoved(); // 0x1F94C
void FortGameplayAbility::K2_OverrideFailedReason(FGameplayTagContainer FailedReason, FGameplayTagContainer OverridenFailedReason); // 0x64F22E6
void FortGlobals::K2_GetCoreContentUpdatePercent(DelegateProperty OnComplete); // 0x7A06CB0
void FortGlobals::K2_GetDiskSpace(DelegateProperty OnComplete); // 0x7A06ED2
void FortGlobals::K2_GetOptionalContentStats(DelegateProperty OnComplete); // 0x7A070F4
int32 FortControllerComponent_ArcadeWeaponLeaderboard::GetLocalPlayerRank(); // 0x119D1BF4
void FortGlobals::K2_AreVerseURIsInstalled(TArray<FString> VerseURIs, DelegateProperty OnComplete); // 0x7A06262
void FortGlobals::K2_CancelVerseURIOperation(TArray<FString> VerseURIs, DelegateProperty OnComplete); // 0x7A06678
void FortGlobals::K2_GetCoreContentStats(DelegateProperty OnComplete); // 0x7A06A8E
FortKismetLibrary* FortKismetLibrary::GetPawnFromObject(); // 0x7A64CEE
Class* FortKismetLibrary::GetPawnSelectedClass(Object* WorldContextObject); // 0x7A650D6
bool FortKismetLibrary::GetPawnStatsRow(FortPawnStats OutRow); // 0x7A65318
FortKismetLibrary* FortKismetLibrary::GetPawnFromComponent(ActorComponent* Component, Class* PawnType); // 0x7A64906
FortKismetLibrary* FortKismetLibrary::GetGameStateAthena(Object* WorldContextObject); // 0x7A5D398
FortKismetLibrary* FortKismetLibrary::GetGameStateAthenaFromContext(); // 0x7A5D398
FortKismetLibrary* FortKismetLibrary::GetPawnFromActor(); // 0x7A6451E
TArray<Actor*> FortAthenaLivingWorldSpawnActionBlueprint::K2_OnAllActorSpawned(TScriptInterface<FortAthenaLivingWorldSpawnActionBlueprint> SourcePointProvider); // 0x1F94C
void FortKismetLibrary::K2_CycleBuildingMaterial(FortPlayerController* Controller, bool bBroadcast, bool bDoUIFeedback, bool bHonorAutoSwitch); // 0x7A823EA
bool FortKismetLibrary::K2_DoesInventoryOwnerHaveItems(TScriptInterface<FortInventoryOwnerInterface> InventoryOwner, TArray<EFortItemType> ExcludedItemTypes); // 0x7A82B8E
void FortAthenaLivingWorldSpawnActionBlueprint::K2_ModifySpawnComponentList(FortAthenaAISpawnerDataComponentList* ComponentList, FortAthenaLivingWorldSpawnActionBlueprint* ComponentOuter); // 0x1F94C
FortKismetLibrary* FortKismetLibrary::GetPlayerStateFromActor(); // 0x7A67340
FortKismetLibrary* FortKismetLibrary::GetPlayerStateFromComponent(ActorComponent* Component, Class* PlayerStateType); // 0x7A67728
FortKismetLibrary* FortKismetLibrary::GetPlayerStateFromObject(Class* PlayerStateType); // 0x7A67B10
bool SparksClientSettingRecordPartition::K2_GetSynchronizeMyDanceEmotesToJamTracks(FortClientSettingsRecord* Target); // 0x89EC828
FortKismetLibrary* FortKismetLibrary::AttemptGetPlayerStateForPawn(); // 0x7A2F508
TArray<FortWorldItem*> ExtractionInventoryUtils::K2_GetExtractablesInQuickbar(); // 0x87F2AD8
ExtractionInventoryUtils* ExtractionInventoryUtils::K2_GetFirstEquippedExtractable(TScriptInterface<FortInventoryOwnerInterface> InventoryOwner); // 0x87F2D68
ExtractionInventoryUtils* ExtractionInventoryUtils::K2_GetCurrentSelectedQuickbarExtractable(); // 0x87F28A0
FortItemChooserData* FortItemChooserData::TryGetPawnOwner(); // 0x101B24BE
TArray<FortWorldItem*> ExtractionInventoryUtils::K2_GetAllExtractablesInInventory(TScriptInterface<FortInventoryOwnerInterface> InventoryOwner); // 0x87F23B8
TArray<FortWorldItem*> ExtractionInventoryUtils::K2_GetClientExtractablesInQuickbar(); // 0x87F262C
bool ExtractionInventoryUtils::K2_IsPrimaryQuickbarFull(TScriptInterface<FortInventoryOwnerInterface> InventoryOwner); // 0x87F2FAC
bool ExtractionInventoryUtils::K2_SwapEquippedExtractableWithSelectedQuickbar(TScriptInterface<FortInventoryOwnerInterface> InventoryOwner); // 0x87F379A
float BeanCharacter::GetMeshScale(); // 0x11B7C4DE
SparksInstrumentItemDefBase* SparksInstrumentItemDefBase::GetMesh(); // 0x89A27FE
bool ExtractionInventoryUtils::K2_HasMaxExtractablesInQuickbar(TScriptInterface<FortInventoryOwnerInterface> InventoryOwner); // 0x87F2FAC
void SparksSongPartPlayerComponent::K2_PlayPickableSongPart(SparksSongPartPlayerComponent* SongPartToPlay); // 0x897F756
bool ExtractionInventoryUtils::K2_IsItemInSubInventoryByType(FGameplayTag SubInventoryTag, FortWorldItem* WorldItem); // 0x87F31E2
TScriptInterface<FortMovementComp_Character> FortMovementComp_Character::K2_GetExternalSlidingProvider(); // 0x10F36ED4
FortActorOptionsComponent* FortActorOptionsComponent::K2_GetPlayerOptions(); // 0x106A6AA0
FText FortActorOptionsComponent::K2_GetOptionsDisplayName(); // 0x106A6A18
FText FortActorOptionsComponent::K2_GetOptionsDescription(); // 0x106A6990
DelMarPlayerViewModel* DelMarPlayerViewModel::GetPlayerState(); // 0x121A5DA0
void LTMWidgetBase::K2_OnBecomeInactive(); // 0x1F94C
void DelMarGaragePreviewVehicle::K2_OnActiveCameraUpdated(); // 0x1F94C
FortAnimationBlueprintLibrary* FortAnimationBlueprintLibrary::TryGetPawnOwnerFromActor(Actor* Actor); // 0x65ABFB2
FVector SM_MovementState::GetWorldVelocity(); // 0x121CEF12
FVector FortMovementMode_ExtStatefulMovement::GetWorldVelocity(); // 0x121CEDE6
void NPCCharacterModifier_CosmeticSpawn::K2_OnCharacterCosmeticChanged(); // 0x1F94C
void FortActorOptionsComponent::K2_AddOrUpdateDataRegistryValueForUserOption(FDataRegistryId ItemID, FText ValueDisplayName, int32 StructValue, FGameplayTagContainer GrantedContextTags, FCreativeIconOption OptionalIcon); // 0x6D3541E
FText FortActorOptionsComponent::K2_GetInteractionText(); // 0x106A6908
FortAthenaLoadout FortPlayerPawn::GetPawnCosmeticLoadout(bool bGetBaseLoadout, bool bWarn); // 0x7B39056
FCurveTableRowHandle FortActorOptionsComponent::K2_GetInteractionSpeed(); // 0x106A6874
void FortPlayerController::K2_OnLeaveVolume(FortPlayerController* Volume); // 0x1F94C
FVector DelMarTrackPositionComponent::GetWorldRightVectorAlongSpline(); // 0x120A67FA
FVector DelMarTrackPositionComponent::GetWorldLocationAlongSpline(); // 0x120A678E
FVector DelMarTrackPositionComponent::GetWorldDirectionAlongSpline(); // 0x120A6722
FTransform DelMarTrackPositionComponent::GetWorldTransformAlongSpline(); // 0x120A6866
GeometryScriptLibrary_MeshNormalsFunctions* GeometryScriptLibrary_MeshNormalsFunctions::GetMeshPerVertexNormals(DynamicMesh* TargetMesh, FGeometryScriptVectorList NormalList, bool bIsValidNormalSet, bool bHasVertexIDGaps, bool bAverageSplitVertexValues); // 0x8EB3EEE
GeometryScriptLibrary_MeshNormalsFunctions* GeometryScriptLibrary_MeshNormalsFunctions::GetMeshHasTangents(DynamicMesh* TargetMesh, bool bHasTangents); // 0x8EB379C
FVector DelMarTrackPositionComponent::GetWorldUpVectorAlongSpline(); // 0x120A68DC
bool LTMWidgetBase::K2_HasActiveContent(); // 0x1F94C
void LTMWidgetBase::K2_OnBecomeActive(); // 0x1F94C
void FortPlayerController::K2_OnEnterVolume(FortPlayerController* Volume); // 0x1F94C
HUDPlayerInfoViewmodelBase* HUDPlayerInfoViewmodelBase::GetPlayerState(); // 0x11312C60
float DelMarVehicleInterface::GetWorldAppliedBonusSpeed(); // 0x120D6164
void FortAthenaCollisionReactionComponent::K2_OverrideForceSweepEndLocalOffsetForZeroVelocity(FVector NewForceSweepEndLocalOffsetForZeroVelocity); // 0x6656596
bool FortAthenaCollisionReactionComponent::K2_IsBuildingActorValidForReaction(BuildingActor* BuildingActor); // 0x66562F4
SparksCameraPluginDataProvider* SparksCameraPluginDataProvider::GetLocalPlayerTarget(); // 0x122DAC6C
SparksCameraPluginDataProvider* SparksCameraPluginDataProvider::GetLocalPlayerOverride(); // 0x122DAC3E
SparksMusicPlayspace* SparksMusicPlayspace::GetPawnWithNetId(FUniqueNetIdRepl PlayerNetId); // 0x92FDEB0
float JamSessionComponent_MusicManager::GetLocalPlayerGainValue(); // 0x122B8716
void FortMinigameSettingsBuilding::K2_ApplySettingsPreset(FortMinigamePreset Preset); // 0x1F94C
FVector FortAthenaAIBotController::GetPawnFeetLocation(); // 0x1112A204
FVector FortAthenaAIBotController::GetPawnLocation(); // 0x1112A2E2
void AthenaAIServiceLoot::K2_AddGameplayTagToLoot(Actor* LootActor, FGameplayTag GameplayTag); // 0x7D710A4
TArray<Actor*> AthenaAIServiceLoot::K2_GetLootInBoxBounds(FBox Box, int32 LootElementFilter, int32 PickupSpawnSourceFilter); // 0x7D7146E
void AthenaAIServiceLoot::K2_RemoveGameplayTagFromLoot(Actor* LootActor, FGameplayTag GameplayTag); // 0x7D71A68
PawnBoomboxVM* PawnBoomboxVM::GetPlayerState(); // 0x1231D53E
void FortMinigame::K2_IsInProgress(EFortMinigameExec OutExec); // 0x70FD682
void FortMinigame::K2_HasStarted(EFortMinigameExec OutExec); // 0x70FD458
EPawnBoomboxValidity PawnBoomboxAbility::GetPawnBoombox(PawnBoomboxComponent* OutBoomboxComponent); // 0x9353800
JamSessionLibrary* JamSessionLibrary::GetPawnForNetId(TScriptInterface<JamSessionInterface> JamSession, FUniqueNetIdRepl NetID); // 0x92DC9BC
CustomDebugCommand_Base* CustomDebugCommand_Base::GetPlayerController(); // 0x1117EF9A
int32 FortMission::GetPawnDamageLootTier(FortPlayerController* PlayerController); // 0x716235E
FortAthenaAIEvaluator_BlueprintBase* FortAthenaAIEvaluator_BlueprintBase::GetPawn(); // 0x1115BDEA
UIStateTreeContext* UIStateTreeContext::BP_GetWorld(); // 0x111D32C4
void FortPlaysetItemDefinition::SpawnActorsInPlayset(Actor* WorldContextObject, FortPlaysetItemDefinition* Playset); // 0x7004F68
UIStateTreeContext* UIStateTreeContext::BP_GetLocalPlayer(); // 0xF17BE08
UIStateTreeContext* UIStateTreeContext::BP_GetPlayerController(); // 0x111D329A
void FortMinigameSettingsBuilding::K2_HandleUserOptionsLoaded(); // 0x1F94C
void FortMinigameSettingsBuilding::K2_HandleUserOptionsChanged(TArray<FName> ChangedPropertyNames); // 0x1F94C
void FortMinigameSettingsBuilding::K2_HandleReleaseVersionUpgrades(FCreativeVersionId LastSavedVersion); // 0x1F94C
int32 FortAIDirector::GetPlayerControllersInRange(FVector origin, float Radius, TArray<FortPlayerControllerZone*> OutControllers); // 0x7CA9026
void EncounterManagerComponent::GetPawnsInLWMEncounter_BP(FGameplayTagQuery EncounterQuery, TArray<FortPawn*> FoundPawns); // 0x9219A1C
EncounterManagerComponent* EncounterManagerComponent::GetPawnInLWMEncounter_BP(FGameplayTagQuery EncounterQuery); // 0x92197A6
void FortMinigameSettingsBuilding::K2_MigrateLegacyUserOptions(); // 0x1F94C
GeometryScriptLibrary_MeshNormalsFunctions* GeometryScriptLibrary_MeshNormalsFunctions::GetMeshPerVertexTangents(FGeometryScriptVectorList TangentXList, FGeometryScriptVectorList TangentYList, bool bIsValidTangentSet, bool bHasVertexIDGaps, bool bAverageSplitVertexValues); // 0x8EB496A
FortOstrichAnimInstance* FortOstrichAnimInstance::GetWorldStriderComponent(); // 0x101B3DC0
FString FortPartyContext::GetLocalPlayerDisplayName(); // 0x10AAAE6A
FString FortCareerV3UIManager::GetLocalPlayerNickname(); // 0xCCB646E
void AtomGeometryAssemblyComponent::K2_OnBeginAssemble(); // 0x1F94C
void AtomGeometryAssemblyComponent::K2_OnFullyDisassembled(); // 0x1F94C
void AtomGeometryAssemblyComponent::K2_OnFullyAssembled(); // 0x1F94C
void AtomGeometryAssemblyComponent::K2_OnBeginDisassemble(); // 0x1F94C
void BacchusKillFeed::K2_OnBecomeInactive(); // 0x1F94C
EliminatedOverlay* EliminatedOverlay::GetPlayerState(); // 0x112F1F4C
FortHUDContext* FortHUDContext::GetGameStateZone(); // 0x114141F8
void BacchusKillFeed::K2_OnBecomeActive(); // 0x1F94C
FortAIAnimInstance_Caretaker* FortAIAnimInstance_Caretaker::GetWorldStriderComponent(); // 0xDA8DCC6
FortPartyContext* FortPartyContext::GetLocalPlayerTeam(); // 0x7355CD2
void FortPartyContext::GetLocalPlayerTeamMemberInfo(FortTeamMemberInfo LocalPlayerInfo); // 0x7355CEE
void AtomGeometryAssemblyComponent::K2_OnResumeAssemble(); // 0x1F94C
void LimeGeometryAssemblyComponent_BrickRain::K2_SetComponentVisible(PrimitiveComponent* Component, bool bVisible); // 0x1F94C
void LimeAssembleContextActorComponent::K2_OnTargetActorsChanged(); // 0x1F94C
void LimeAssembleContextActorComponent::K2_OnFullyDisassembled(); // 0x1F94C
FabricMeshGenerator* FabricMeshGenerator::GetMeshProvider(); // 0xD7921B2
TScriptInterface<FortMovementComp_Character> FortMovementComp_Character::K2_GetExternalZiplineProvider(); // 0x10F36F7E
AthenaRemotePlayerViewData* AthenaRemotePlayerViewData::GetPlayerState(); // 0x1135491C
FabricMeshModifier* FabricMeshModifier::GetMeshModifier(); // 0xD792250
void AtomGeometryAssemblyComponent::K2_UpdateVisuals(float CurrentRate, float CurrentProgress); // 0x1F94C
void AtomGeometryAssemblyComponent::K2_OnStop(); // 0x1F94C
void AtomGeometryAssemblyComponent::K2_OnResumeDisassemble(); // 0x1F94C
void LimeAssembleContextActorComponent::K2_OnBeginAssemble(); // 0x1F94C
void LimeAssembleContextActorComponent::K2_OnFullyAssembled(); // 0x1F94C
void LimeAssembleContextActorComponent::K2_OnBoundsChanged(); // 0x1F94C
void LimeAssembleContextActorComponent::K2_OnBeginDisassemble(); // 0x1F94C
GeometryScriptLibrary_MeshSelectionQueryFunctions* GeometryScriptLibrary_MeshSelectionQueryFunctions::GetMeshSelectionBoundingBox(DynamicMesh* TargetMesh, FGeometryScriptMeshSelection Selection, FBox SelectionBounds, bool bIsEmpty, GeometryScriptDebug* Debug); // 0x8F2445A
GeometryScriptLibrary_MeshSelectionQueryFunctions* GeometryScriptLibrary_MeshSelectionQueryFunctions::GetMeshSelectionBoundaryLoops(FGeometryScriptMeshSelection Selection, TArray<FGeometryScriptIndexList> IndexLoops, TArray<FGeometryScriptPolyPath> PathLoops, int32 NumLoops, bool bFoundErrors, GeometryScriptDebug* Debug); // 0x8F23710
void GeometryScriptLibrary_MeshSelectionFunctions::GetMeshUniqueSelectionInfo(DynamicMesh* TargetMesh, FGeometryScriptMeshSelection Selection, EGeometryScriptMeshSelectionType SelectionType, int32 NumSelected); // 0x8F1921C
GeometryScriptLibrary_MeshUVFunctions* GeometryScriptLibrary_MeshUVFunctions::GetMeshPerVertexUVs(DynamicMesh* TargetMesh, int32 UVSetIndex, FGeometryScriptUVList UVList, bool bIsValidUVSet, bool bHasVertexIDGaps, bool bHasSplitUVs); // 0x8F3C1FC
GeometryScriptLibrary_MeshUVFunctions* GeometryScriptLibrary_MeshUVFunctions::GetMeshUVSizeInfo(int32 UVSetIndex, FGeometryScriptMeshSelection Selection, double MeshArea, double UVArea, FBox MeshBounds, FBox2D UVBounds, bool bIsValidUVSet, bool bFoundUnsetUVs, bool bOnlyIncludeValidUVTris, GeometryScriptDebug* Debug); // 0x8F3E2D0
GeometryScriptLibrary_MeshUVFunctions* GeometryScriptLibrary_MeshUVFunctions::GetMeshUVElementPosition(DynamicMesh* TargetMesh, int32 UVSetIndex, int32 ElementID, FVector2D UVPosition, bool bIsValidElementID); // 0x8F3D8E4
GeometryScriptLibrary_MeshUVFunctions* GeometryScriptLibrary_MeshUVFunctions::GetMeshTriangleUVElementIDs(DynamicMesh* TargetMesh, int32 UVSetIndex, int32 TriangleID, FIntVector TriangleUVElements, bool bHaveValidUVs); // 0x8F3CEA8
FString GeometryScriptLibrary_MeshQueryFunctions::GetMeshInfoString(DynamicMesh* TargetMesh); // 0x8EF8F0A
bool GeometryScriptLibrary_MeshQueryFunctions::GetMeshHasAttributeSet(DynamicMesh* TargetMesh); // 0x8EF8CDC
FBox GeometryScriptLibrary_MeshQueryFunctions::GetMeshBoundingBox(DynamicMesh* TargetMesh); // 0x8EF89FC
double GeometryScriptLibrary_MeshQueryFunctions::GetMeshUVArea(DynamicMesh* TargetMesh, int32 UVChannel, bool bIsValidUVChannel); // 0x8EF920E
void GeometryScriptLibrary_MeshSelectionFunctions::GetMeshSelectionInfo(FGeometryScriptMeshSelection Selection, EGeometryScriptMeshSelectionType SelectionType, int32 NumSelected); // 0x1207728E
void GeometryScriptLibrary_MeshQueryFunctions::GetMeshVolumeAreaCenter(DynamicMesh* TargetMesh, float SurfaceArea, float Volume, FVector CenterOfMass); // 0x8EF9D12
void GeometryScriptLibrary_MeshQueryFunctions::GetMeshVolumeArea(DynamicMesh* TargetMesh, float SurfaceArea, float Volume); // 0x8EF9788
GeometryScriptLibrary_MeshVertexColorFunctions* GeometryScriptLibrary_MeshVertexColorFunctions::GetMeshPerVertexColors(FGeometryScriptColorList ColorList, bool bIsValidColorSet, bool bHasVertexIDGaps, bool bBlendSplitVertexValues); // 0x8F62C98
FortHUDContext* FortHUDContext::GetPlayerStateZone(); // 0xD69FAE
TArray<BuildingActor*> FortPawn::K2_GetOverlappingBuildings(); // 0x10F4DAE6
FortPawn* FortPawn::GetPawnMID(int32 ElementIndex); // 0x7AF97DE
int32 FortHUDContext::GetLocalPlayerPlacement(); // 0x1141438C
bool FortHUDContext::GetLocalPlayerHasLosingPlacement(); // 0x114142E8
bool FortHUDContext::GetLocalPlayerHasPlacement(); // 0x11414312
bool FortHUDContext::GetLocalPlayerHasWinningPlacement(); // 0x1141434E
void FortCheatManagerSTW::GetWorldDifficulty(); // 0xD80B29E
FortCapturableItemInterface* FortCapturableItemInterface::GetPawnTryingToCaptureItem(); // 0x10075ABC
GeometryScriptLibrary_MeshWeightMapFunctions* GeometryScriptLibrary_MeshWeightMapFunctions::GetMeshWeightMapValues(FGeometryScriptScalarList WeightValues, FGeometryScriptWeightMapHandle WeightMapHandle, bool bSkipGaps, bool bHasVertexIDGaps); // 0x8F6747E
void FortCheatManagerSTW::GetWorldLevel(); // 0xD80B29E
FortControllerComponent_Interaction* FortControllerComponent_Interaction::K2_GetInteractResponse(); // 0x104A62DC
FortPlayerController* FortPlayerController::GetViewTargetInventoryItemWithTag(FGameplayTag TagToFind, bool bExactMatch); // 0x7BC10F2
bool FortPawnMovementOverridesSubsystem::TryGetPawnStatsOverride(FDataTableRowHandle OutHandle); // 0x74BFDD2
void GA_Athena_TacticalSprint_C::K2_ActivateAbility(); // 0x1F94C
bool KismetSystemLibrary::K2_TimerExistsDelegate(DelegateProperty Delegate); // 0x44BDA22
FortCharacterVehicle_Ostrich* FortCharacterVehicle_Ostrich::GetWorldStriderComponent(); // 0x10260AB4
bool KismetSystemLibrary::K2_TimerExists(Object* Object, FString FunctionName); // 0x44BD5D6
void GA_Athena_TacticalSprint_C::K2_CanActivateAbility(); // 0x1F94C
FTimerHandle KismetSystemLibrary::K2_SetTimerForNextTick(Object* Object, FString FunctionName); // 0x44BCA64
FTimerHandle KismetSystemLibrary::K2_SetTimerForNextTickDelegate(DelegateProperty Delegate); // 0x44BD046
bool KismetSystemLibrary::K2_TimerExistsHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44BDF5E
bool KismetSystemLibrary::LineTraceMulti(FVector Start, FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace DrawDebugType, TArray<FHitResult> OutHits, bool bIgnoreSelf, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime); // 0x44BF69A
bool KismetSystemLibrary::LineTraceMultiByProfile(Object* WorldContextObject, FVector Start, FVector End, FName ProfileName, bool bTraceComplex, TArray<Actor*> ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray<FHitResult> OutHits, bool bIgnoreSelf, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime); // 0x44C0BF6
bool KismetSystemLibrary::LineTraceMultiForObjects(Object* WorldContextObject, FVector Start, FVector End, TArray<EObjectTypeQuery> ObjectTypes, bool bTraceComplex, TArray<Actor*> ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray<FHitResult> OutHits, bool bIgnoreSelf, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime); // 0x44C2154
void KismetSystemLibrary::K2_UnPauseTimerHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44BEC4E
void KismetSystemLibrary::K2_UnPauseTimer(Object* Object, FString FunctionName); // 0x44BE334
void GA_TofuGarden_DisplayWings_C::K2_OnEndAbility(); // 0x1F94C
void KismetSystemLibrary::K2_UnPauseTimerDelegate(DelegateProperty Delegate); // 0x44BE776
void GA_Athena_Player_Slide_Impulse_C::K2_OnEndAbility(); // 0x1F94C
bool KismetSystemLibrary::K2_IsTimerPausedDelegate(DelegateProperty Delegate); // 0x44B92A0
bool KismetSystemLibrary::K2_IsTimerPausedHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44B97E2
bool KismetSystemLibrary::K2_IsTimerPaused(Object* Object, FString FunctionName); // 0x44B8E54
bool KismetSystemLibrary::K2_IsTimerActive(Object* Object, FString FunctionName); // 0x44B801C
bool KismetSystemLibrary::K2_IsTimerActiveDelegate(DelegateProperty Delegate); // 0x44B8468
bool KismetSystemLibrary::K2_IsTimerActiveHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44B89B6
bool KismetSystemLibrary::K2_IsValidTimerHandle(FTimerHandle Handle); // 0x44B9BB8
void GA_Athena_Player_Slide_Impulse_C::K2_ActivateAbility(); // 0x1F94C
void GA_Athena_TacticalSprint_C::K2_OnEndAbility(); // 0x1F94C
FTimerHandle KismetSystemLibrary::K2_SetTimerDelegate(DelegateProperty Delegate, float time, bool bLooping, bool bMaxOncePerFrame, float InitialStartDelay, float InitialStartDelayVariance); // 0x44BB96C
FTimerHandle KismetSystemLibrary::K2_SetTimer(Object* Object, FString FunctionName, float time, bool bLooping, bool bMaxOncePerFrame, float InitialStartDelay, float InitialStartDelayVariance); // 0x44BAAB2
void KismetSystemLibrary::K2_PauseTimer(Object* Object, FString FunctionName); // 0x44B9DCA
void KismetSystemLibrary::K2_PauseTimerDelegate(DelegateProperty Delegate); // 0x44BA20C
void KismetSystemLibrary::K2_PauseTimerHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44BA6E6
void FortCharacterVehicle::K2_ApplyCosmeticWrap(FortCharacterVehicle* LoadedWrap); // 0x1F94C
FGameplayAbilityActorInfo SproutGameplayAbility::K2_OnAbilityGiven(FGameplayAbilitySpec Spec); // 0x1F94C
void B_ExtractableSprite_Persistence_C::GetPlayerState(); // 0x1F94C
FEvaluationResult FortGameStateAthena::CanSpawnActorOfClass(Actor* InstigatorActor, Class* ActorClassToSpawn, FVector Location, FRotator Rotation); // 0x78EE0FE
void GAB_GenericApplyFullBodyHit_C::K2_CanActivateAbility(); // 0x1F94C
void GAB_GenericApplyFullBodyHit_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
FEvaluationResult FortGameStateAthena::CanSpawnActor(Actor* InstigatorActor, Actor* ActorToSpawn, FVector Location, FRotator Rotation); // 0x78ED924
void GA_Extraction_Interact_DepositSelectedRelic_C::K2_OnEndAbility(); // 0x1F94C
void GCNL_Athena_SnowSurface_C::K2_HandleGameplayCue(); // 0x1F94C
void Athena_PlayerController_C::K2_OnLeaveVolume(); // 0x1F94C
void Athena_PlayerController_C::K2_OnEnterVolume(); // 0x1F94C
void GA_ExtractionSite_TraceDestruction_C::K2_ActivateAbility(); // 0x1F94C
void GA_Extraction_Interact_DepositSelectedRelic_C::K2_ActivateAbility(); // 0x1F94C
void GA_Athena_Knockback_Parent_C::K2_ActivateAbility(); // 0x1F94C
float MaterialInstanceDynamic::K2_GetScalarParameterValueByInfo(FMaterialParameterInfo ParameterInfo); // 0x453C736
FName LevelStreaming::GetWorldAssetPackageFName(); // 0xD96763A
LocalPlayerSaveGame* LocalPlayerSaveGame::GetLocalPlayerController(); // 0xD8F62D8
float MaterialInstanceConstant::K2_GetScalarParameterValue(FName ParameterName); // 0x453AB74
TSoftObjectPtr<LevelInstanceInterface> LevelInstanceInterface::GetWorldAsset(); // 0xD966A82
bool KismetSystemLibrary::LineTraceSingle(FVector Start, FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray<Actor*> ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult OutHit, bool bIgnoreSelf, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime); // 0x44C3A20
bool KismetSystemLibrary::LineTraceSingleByProfile(Object* WorldContextObject, FVector Start, FVector End, FName ProfileName, bool bTraceComplex, EDrawDebugTrace DrawDebugType, FHitResult OutHit, bool bIgnoreSelf, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime); // 0x44C4FBA
bool KismetSystemLibrary::LineTraceSingleForObjects(Object* WorldContextObject, FVector Start, FVector End, TArray<EObjectTypeQuery> ObjectTypes, bool bTraceComplex, EDrawDebugTrace DrawDebugType, FHitResult OutHit, bool bIgnoreSelf, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime); // 0x44C6556
MaterialInstanceConstant* MaterialInstanceConstant::K2_GetTextureCollectionParameterValue(FName ParameterName); // 0x453AE06
float MaterialInstanceDynamic::K2_GetScalarParameterValue(FName ParameterName); // 0x453C468
void BP_PlayerPawn_NonParticipant_Boss_C::GetActorLocationWithCapsule(); // 0x1F94C
void GAB_GenericApplyFullBodyHit_C::K2_OnEndAbility(); // 0x1F94C
void GA_TofuGarden_DisplayWings_C::K2_ActivateAbility(); // 0x1F94C
MaterialInstanceConstant* MaterialInstanceConstant::K2_GetTextureParameterValue(FName ParameterName); // 0x453B090
FLinearColor MaterialInstanceConstant::K2_GetVectorParameterValue(FName ParameterName); // 0x453B31A
void MaterialInstanceDynamic::K2_CopyMaterialInstanceParameters(MaterialInterface* Source, bool bQuickParametersOnly); // 0x453C080
FTimerHandle KismetSystemLibrary::K2_InvalidateTimerHandle(FTimerHandle Handle); // 0x44B7DF0
double ToyFoxGiantPlayerPawn::GetPawnExitTeleportExtraHeight(); // 0x135661E6
InputDeviceLibrary* InputDeviceLibrary::GetPlayerControllerFromPlatformUser(FPlatformUserId UserId); // 0x4375BF2
void KismetSystemLibrary::GetActorBounds(Actor* Actor, FVector origin, FVector BoxExtent); // 0x44ACA20
InputDeviceLibrary* InputDeviceLibrary::GetPlayerControllerFromInputDevice(FInputDeviceId DeviceID); // 0x4375982
double GameplayStatics::GetWorldDeltaSeconds(Object* WorldContextObject); // 0x431AD64
FVector FortTrainManager::GetWorldLocationAtServerTime(float ServerTime); // 0xA65A9AC
FIntVector GameplayStatics::GetWorldOriginLocation(Object* WorldContextObject); // 0x431AFA2
void GA_NarrowFleaObsidian_BoosterEnvironmentDamage_Runner_C::K2_OnEndAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_BoosterEnvironmentDamage_C::K2_ActivateAbility(); // 0x1F94C
void BuildingGameplayActorZeusThunderstorm::K2_OnLightningStrike(FVector Location); // 0x1F94C
void BuildingGameplayActorZeusThunderstorm::K2_OnLightningStrikeFX(FVector Location, float BoltHeight); // 0x1F94C
void GA_NarrowFleaObsidian_BoosterEnvironmentDamage_C::K2_OnEndAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_BoosterEnvironmentDamage_Runner_C::K2_ActivateAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_SpinDash_C::K2_OnEndAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_SpinDash_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void GA_CosmicThunder_PhaseDash_KeybindDisplay_C::K2_ActivateAbility(); // 0x1F94C
void GA_GrindRail_KeybindDisplay_C::K2_ActivateAbility(); // 0x1F94C
void GA_NarrowFleaChrome_TillLandFallDamageImmunity_C::K2_ActivateAbility(); // 0x1F94C
void GA_Athena_Player_PreSlideFeedback_C::K2_ActivateAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_ExitBrakes_C::K2_OnEndAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_ExitBrakes_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void GA_Athena_Player_PreSlideFeedback_C::K2_OnEndAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_AnimManager_C::K2_OnEndAbility(); // 0x1F94C
FortTrendConcentratePawnComponent* FortTrendConcentratePawnComponent::GetPawnOwner(); // 0xA666E70
GameplayStatics* GameplayStatics::GetPlayerState(Object* WorldContextObject, int32 PlayerStateIndex); // 0x4318B02
GameplayStatics* GameplayStatics::GetPlayerStateFromUniqueNetID(FUniqueNetIdRepl UniqueID); // 0x4318F1A
void GA_NarrowFleaChrome_EnvironmentDamage_C::K2_ActivateAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_AnimManager_C::K2_ActivateAbility(); // 0x1F94C
void GA_NarrowFleaChrome_EnvironmentDamage_C::K2_OnEndAbility(); // 0x1F94C
int32 GameplayStatics::GetPlayerControllerID(PlayerController* player); // 0x43184B8
void GA_NarrowFleaObsidian_Impact_C::K2_ActivateAbility(); // 0x1F94C
float KismetSystemLibrary::K2_GetTimerRemainingTimeHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44B7A18
FortCustomCameraController* FortCustomCameraController::GetPawn(); // 0x1047564E
void GA_NarrowFleaObsidian_Impact_C::K2_OnEndAbility(); // 0x1F94C
float KismetSystemLibrary::K2_GetTimerElapsedTimeHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44B6C80
float KismetSystemLibrary::K2_GetTimerRemainingTime(Object* Object, FString FunctionName); // 0x44B7058
float KismetSystemLibrary::K2_GetTimerRemainingTimeDelegate(DelegateProperty Delegate); // 0x44B74A6
void B_Melee_Generic_C::K2_OnUnEquip(); // 0x1F94C
void GA_Riding_Creature_IsBeingRidden_Passive_C::K2_OnEndAbility(); // 0x1F94C
void GA_Athena_Player_DoorBash_C::K2_CanActivateAbility(); // 0x1F94C
void GA_Athena_Player_DoorBash_C::K2_ActivateAbility(); // 0x1F94C
void GA_Athena_Player_DoorBash_C::K2_OnEndAbility(); // 0x1F94C
PilgrimQuickplayPlayspaceComponent_PlayerManager* PilgrimQuickplayPlayspaceComponent_PlayerManager::GetLocalPlayerOverride(); // 0x105E994E
void GA_Athena_ZipLine_SmashParent_C::K2_OnEndAbility(); // 0x1F94C
void GA_Athena_ZipLine_SmashParent_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void PilgrimTrackWidgetBase::GetViewportSizeAndScale(FPilgrimTrackSizeAndScale OutViewportSizeAndScale); // 0xA29A3F4
void BuildingGameplayActorZeusThunderstorm::K2_OnTelegraphStart(FVector Location); // 0x1F94C
void GA_NarrowFleaObsidian_BlastAttack_Knockback_C::K2_ActivateAbility(); // 0x1F94C
void KismetSystemLibrary::K2_ClearTimer(Object* Object, FString FunctionName); // 0x44B54E2
void KismetSystemLibrary::K2_ClearAndInvalidateTimerHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44B507A
TArray<FortPlayerController*> PilgrimMusicBattleInstance::GetLocalPlayerControllers(); // 0x13199D7A
void BuildingGameplayActorZeusThunderstorm::K2_OnTelegraphEnd(); // 0x1F94C
void GA_NarrowFleaObsidian_SpinDash_Knockback_LowCharge_C::K2_ActivateAbility(); // 0x1F94C
void GA_NarrowFleaObsidian_SpinDash_Knockback_FullCharge_C::K2_ActivateAbility(); // 0x1F94C
void GA_Athena_NarrowFleaObsidian_TillLandFallDamageImmunity_C::K2_ActivateAbility(); // 0x1F94C
float KismetSystemLibrary::K2_GetTimerElapsedTimeDelegate(DelegateProperty Delegate); // 0x44B6724
void GA_NarrowFleaObsidian_SpinDash_Knockback_HalfCharge_C::K2_ActivateAbility(); // 0x1F94C
void KismetSystemLibrary::K2_ClearTimerDelegate(DelegateProperty Delegate); // 0x44B59C4
void KismetSystemLibrary::K2_ClearTimerHandle(Object* WorldContextObject, FTimerHandle Handle); // 0x44B5F0A
float KismetSystemLibrary::K2_GetTimerElapsedTime(Object* Object, FString FunctionName); // 0x44B62D6
bool TypedElementWorldInterface::GetWorldTransform(FScriptTypedElementHandle InElementHandle, FTransform OutTransform); // 0x42D49DE
void GA_Riding_Player_Sprint_C::K2_ActivateAbility(); // 0x1F94C
World* World::K2_GetWorldSettings(); // 0xDB3E0FC
TArray<FScriptTypedElementHandle> TypedElementCommonActions::K2_PasteNormalizedElements(FScriptTypedElementListProxy ElementList, FTypedElementPasteOptions PasteOption); // 0x42CFD64
void TextRenderComponent::K2_SetText(FText Value); // 0x4281AD6
TArray<FScriptTypedElementHandle> TypedElementCommonActions::K2_DuplicateSelectedElements(World* World, FVector LocationOffset); // 0x42CF19A
TArray<FScriptTypedElementHandle> TypedElementCommonActions::K2_PasteElements(FTypedElementPasteOptions PasteOption); // 0x42CF752
TArray<FScriptTypedElementHandle> TypedElementSelectionSet::K2_GetSelectedElementHandles(Class* InBaseInterfaceType); // 0x401521C
ESpecialEventMediaPlayerState SpecialEventMediaSubsystem::GetPlayerState(FSpecialEventMediaPlayerHandle Handle); // 0xA4DD2FC
void GAB_Emote_Generic_C::K2_ActivateAbility(); // 0x1F94C
void GAB_Emote_Generic_C::K2_CanActivateAbility(); // 0x1F94C
FString AssetRegistryHelpers::GetFullName(FAssetData InAssetData); // 0x3F86EA6
FAssetData AssetRegistry::K2_GetAssetByObjectPath(FSoftObjectPath ObjectPath, bool bIncludeOnlyOnDiskAssets, bool bSkipARFilteredAssets); // 0x3FA45EC
bool AssetRegistry::K2_GetDependencies(FName PackageName, FAssetRegistryDependencyOptions DependencyOptions, TArray<FName> OutDependencies); // 0x3FA4C80
bool AssetRegistry::K2_GetReferencers(FName PackageName, FAssetRegistryDependencyOptions ReferenceOptions, TArray<FName> OutReferencers); // 0x3FA5246
FVector SplineComponent::GetWorldLocationAtDistanceAlongSpline(float Distance); // 0x426FF4E
FVector SplineComponent::GetWorldLocationAtSplinePoint(int32 PointIndex); // 0x427019A
FVector SplineComponent::GetWorldLocationAtTime(float time, bool bUseConstantVelocity); // 0x42703DA
FVector SplineComponent::GetWorldDirectionAtTime(float time, bool bUseConstantVelocity); // 0x426FB50
FName SkinnedMeshComponent::GetBoneName(int32 BoneIndex); // 0x4243E5E
SkinnedMeshComponent* SkinnedMeshComponent::GetMeshDeformerInstance(); // 0xD886A06
FVector SplineComponent::GetWorldDirectionAtDistanceAlongSpline(float Distance); // 0x426F904
FRotator SplineComponent::GetWorldRotationAtDistanceAlongSpline(float Distance); // 0x42707E2
SubsystemBlueprintLibrary* SubsystemBlueprintLibrary::GetLocalPlayerSubsystem(Class* Class); // 0x46CAE42
SubsystemBlueprintLibrary* SubsystemBlueprintLibrary::GetLocalPlayerSubSystemFromPlayerController(PlayerController* PlayerController); // 0x46CB3FA
SubsystemBlueprintLibrary* SubsystemBlueprintLibrary::GetWorldSubsystem(Object* ContextObject, Class* Class); // 0x46CB85E
SubsystemBlueprintLibrary* SubsystemBlueprintLibrary::GetGameInstanceSubsystem(Object* ContextObject, Class* Class); // 0x46CA9D0
void GA_Riding_Player_Sprint_C::K2_OnEndAbility(); // 0x1F94C
FRotator SplineComponent::GetWorldRotationAtTime(float time, bool bUseConstantVelocity); // 0x4270A3E
FVector SplineComponent::GetWorldTangentAtDistanceAlongSpline(float Distance); // 0x4270E3C
void GA_NPC_Irwin_Prey_Burt_Charge_RidingHelper_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void GA_Riding_Creature_Burt_SprintCharge_C::K2_ActivateAbility(); // 0x1F94C
void GA_Riding_Creature_Burt_SprintCharge_C::K2_OnEndAbility(); // 0x1F94C
void GA_Riding_Player_Petting_C::K2_OnEndAbility(); // 0x1F94C
void GA_Riding_Player_IsRiding_C::K2_ActivateAbility(); // 0x1F94C
void GA_Riding_Player_IsRiding_C::K2_OnEndAbility(); // 0x1F94C
void GA_Riding_Player_Petting_C::K2_ActivateAbility(); // 0x1F94C
void GA_Athena_TillLandFallDamageImmunity_Parent_C::K2_ActivateAbility(); // 0x1F94C
void GA_Riding_Creature_IsBeingRidden_Passive_C::K2_ActivateAbility(); // 0x1F94C
SproutBlueprintLibrary* SproutBlueprintLibrary::GetWorldItemDefinitionFromPrimaryAssetID(FString AssetID); // 0xA582520
void GA_Riding_Creature_IsBeingRidden_C::K2_ActivateAbility(); // 0x1F94C
void GA_NPC_Parent_C::K2_OnEndAbility(); // 0x1F94C
void GA_Athena_TillLandFallDamageImmunity_Parent_C::K2_OnEndAbility(); // 0x1F94C
void AbilityFunctions_C::GetPawnFromPlayerStateZone(); // 0x1F94C
void GA_NPC_Parent_C::K2_CanActivateAbility(); // 0x1F94C
void GA_Athena_Lockout_C::K2_ActivateAbility(); // 0x1F94C
void GA_Athena_Lockout_C::K2_OnEndAbility(); // 0x1F94C
void PlayerPawn_Athena_C::GetPawnIsInLocalSquad(); // 0x1F94C
void PlayerPawn_Athena_Generic_Parent_C::K2_OnStartCrouch(); // 0x1F94C
void GAB_Emote_Generic_C::K2_OnEndAbility(); // 0x1F94C
void PlayerPawn_Athena_Generic_Parent_C::K2_OnEndCrouch(); // 0x1F94C
void GA_Riding_Creature_EatToRefuel_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void PlayerPawn_Athena_C::K2_UpdateCustomMovement(); // 0x1F94C
void PartyDisplayManagerBP_C::GetMeshForCurrentDisplayedItem(); // 0x1F94C
void BP_VehicleCosmeticsAMUC_C::SpawnActorForValidationTest(); // 0x1F94C
void GA_Riding_Player_StopRidingOnTriggered_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void B_Athena_Pickaxe_Generic_C::K2_OnUnEquip(); // 0x1F94C
void GA_Riding_Creature_IsBeingRidden_C::K2_OnEndAbility(); // 0x1F94C
void GA_TrapBuildGeneric_C::K2_ActivateAbility(); // 0x1F94C
void B_Athena_Pickaxe_DualWield_Generic_C::K2_OnUnEquip(); // 0x1F94C
FVector SkeletalMeshSocket::GetSocketLocation(SkeletalMeshComponent* SkelComp); // 0x40841EC
bool PrimitiveComponent::K2_SphereOverlapComponent(FVector InSphereCentre, float InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector HitLocation, FVector HitNormal, FName BoneName, FHitResult OutHit); // 0x41F1F68
bool PrimitiveComponent::K2_SphereTraceComponent(FVector TraceStart, FVector TraceEnd, float SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector HitLocation, FVector HitNormal, FName BoneName, FHitResult OutHit); // 0x41F3036
FVector SceneComponent::GetSocketLocation(FName InSocketName); // 0x4214CE2
bool PrimitiveComponent::K2_LineTraceComponent(FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector HitLocation, FVector HitNormal, FName BoneName, FHitResult OutHit); // 0x41F0E8E
bool PrimitiveComponent::K2_IsCollisionEnabled(); // 0xD87045A
bool PrimitiveComponent::K2_IsPhysicsCollisionEnabled(); // 0xD870486
bool PrimitiveComponent::K2_IsQueryCollisionEnabled(); // 0xD8704B6
FTransform SceneComponent::GetSocketTransform(FName InSocketName, ERelativeTransformSpace TransformSpace); // 0x421539C
void GAB_Melee_GenericCombo_C::K2_OnEndAbility(); // 0x1F94C
void GAB_Melee_GenericCombo_C::K2_ActivateAbility(); // 0x1F94C
void SceneComponent::K2_AddLocalTransform(FTransform DeltaTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x4216A9E
void GAB_Melee_ImpactCombo_Athena_C::K2_CommitExecute(); // 0x1F94C
void SceneComponent::K2_AddLocalOffset(FVector DeltaLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x4215B02
void SceneComponent::K2_AddLocalRotation(FRotator DeltaRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x42162D0
void GCNS_GM_OnDisplayChatEmoji_C::K2_HandleGameplayCue(); // 0x1F94C
MaterialInstanceDynamic* MaterialInstanceDynamic::K2_GetTextureCollectionParameterValue(FName ParameterName); // 0x453CA0C
MaterialInstanceDynamic* MaterialInstanceDynamic::K2_GetTextureCollectionParameterValueByInfo(FMaterialParameterInfo ParameterInfo); // 0x453CC40
MaterialInstanceDynamic* MaterialInstanceDynamic::K2_GetTextureParameterValue(FName ParameterName); // 0x453CF46
void B_Athena_Glider_Generic_C::K2_SetChuteMeshVisibility(); // 0x1F94C
void PlayerDiscovered_C::K2_OnBecomeActive(); // 0x1F94C
void GA_FMJam_AccessGlobalControls_C::K2_OnEndAbility(); // 0x1F94C
void GA_FMJam_AccessGlobalControls_C::K2_ActivateAbility(); // 0x1F94C
MaterialInstanceDynamic* MaterialInstanceDynamic::K2_GetTextureParameterValueByInfo(FMaterialParameterInfo ParameterInfo); // 0x453D214
PawnMovementComponent* PawnMovementComponent::GetPawnOwner(); // 0xD86E2F8
PlayerInput* PlayerInput::GetOuterAPlayerController(); // 0xDB1DBF4
bool PrimitiveComponent::K2_BoxOverlapComponent(FVector InBoxCentre, FBox InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector HitLocation, FVector HitNormal, FName BoneName, FHitResult OutHit); // 0x41EFD92
bool MovementComponent::K2_MoveUpdatedComponent(FVector Delta, FRotator NewRotation, FHitResult OutHit, bool bSweep, bool bTeleport); // 0x41DCDE0
FLinearColor MaterialInstanceDynamic::K2_GetVectorParameterValue(FName ParameterName); // 0x453D4E2
FLinearColor MaterialInstanceDynamic::K2_GetVectorParameterValueByInfo(FMaterialParameterInfo ParameterInfo); // 0x453D7D8
MaterialInstance* MaterialInstanceDynamic::K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceB, float Alpha); // 0x453DAB0
void SceneComponent::K2_SetRelativeLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421C9DE
void SceneComponent::K2_SetRelativeRotation(FRotator NewRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421D396
void SceneComponent::K2_SetRelativeTransform(FTransform NewTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421DB64
void SceneComponent::K2_SetRelativeLocation(FVector NewLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421BEC6
FRotator SceneComponent::K2_GetComponentRotation(); // 0x1DEC7CA
FVector SceneComponent::K2_GetComponentScale(); // 0x421BE74
FTransform SceneComponent::K2_GetComponentToWorld(); // 0x421BE9E
void SceneComponent::K2_SetWorldLocation(FVector NewLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421E3DC
TArray<FString> SkeletalMesh::K2_GetAllMorphTargetNames(); // 0xDA8E0F4
TArray<FString> SkeletalMesh::K2_GetAllSkinWeightProfileNames(); // 0xDA8E23C
bool SkeletalMeshComponent::K2_GetClosestPointOnPhysicsAsset(FVector WorldPosition, FVector ClosestWorldPosition, FVector Normal, FName BoneName, float Distance); // 0x4230378
TArray<ClothingAssetBase*> SkeletalMesh::GetMeshClothingAssets(); // 0xDA8DDE8
void SceneComponent::K2_SetWorldLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421EBAA
void SceneComponent::K2_SetWorldRotation(FRotator NewRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421F562
void SceneComponent::K2_SetWorldTransform(FTransform NewTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421FD30
FUniqueNetIdRepl FortSquadStatsWidgetBase::GetLocalPlayerId(); // 0x133B831C
void SceneComponent::K2_AddRelativeLocation(FVector DeltaLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x42172C6
void SceneComponent::K2_AddRelativeRotation(FRotator DeltaRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x4217A7C
FUniqueNetIdRepl FortStatsOverviewDetailsBase::GetLocalPlayerId(); // 0x133B831C
void GAB_Melee_Generic_EventGraph_C::K2_ActivateAbility(); // 0x1F94C
void GA_Riding_Creature_EnergyDepleted_Base_C::K2_OnEndAbility(); // 0x1F94C
void GA_Riding_Creature_EnergyDepleted_Base_C::K2_ActivateAbility(); // 0x1F94C
void SceneComponent::K2_AddWorldOffset(FVector DeltaLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x421825E
bool SceneComponent::K2_AttachToComponent(SceneComponent* Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); // 0x421AC02
void SceneComponent::K2_DetachFromComponent(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify); // 0x421B6D2
FVector SceneComponent::K2_GetComponentLocation(); // 0x421BE4A
bool SceneComponent::K2_AttachTo(SceneComponent* InParent, FName InSocketName, EAttachLocation AttachType, bool bWeldSimulatedBodies); // 0x421A4CA
void SceneComponent::K2_AddWorldRotation(FRotator DeltaRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x4218A40
void SceneComponent::K2_AddWorldTransform(FTransform DeltaTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x42191F6
void SceneComponent::K2_AddWorldTransformKeepScale(FTransform DeltaTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x4219B70
void canvas::K2_DrawMaterial(MaterialInterface* RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, float Rotation, FVector2D PivotPoint); // 0x46F2EF0
void Widget::K2_BroadcastFieldValueChanged(FieldNotificationId FieldId); // 0x4AEA0F4
void Widget::K2_AddFieldValueChangedDelegate(FieldNotificationId FieldId, DelegateProperty Delegate); // 0x4AE9B14
void canvas::K2_DrawLine(FVector2D ScreenPositionA, FVector2D ScreenPositionB, float Thickness, FLinearColor RenderColor); // 0x46F27AC
void canvas::K2_Deproject(FVector2D ScreenPosition, FVector WorldOrigin, FVector WorldDirection); // 0x46EFF5A
Texture* canvas::K2_DrawBorder(Texture* RightBorderTexture, Texture* BottomBorderTexture, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, FLinearColor RenderColor, FVector2D BorderScale, FVector2D BackgroundScale, float Rotation, FVector2D PivotPoint, FVector2D CornerSize); // 0x46F0534
void canvas::K2_DrawBox(FVector2D ScreenPosition, FVector2D ScreenSize, float Thickness, FLinearColor RenderColor); // 0x46F2068
void canvas::K2_DrawPolygon(Texture* RenderTexture, FVector2D ScreenPosition, FVector2D Radius, int32 NumberOfSides, FLinearColor RenderColor); // 0x46F3FB4
void B_LootInjectionLootSpawnActor_C::OnLoaded_8F2FE7BA4C25C676BFEC1E8797F7095A(); // 0x1F94C
void B_LootInjectionLootSpawnActor_C::OnLoaded_50D6468740258785F4849AB8D1C74E84(); // 0x1F94C
void canvas::K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, TArray<FCanvasUVTri> Triangles); // 0x46F3B66
Widget* Widget::GetGameInstance(); // 0x4AE9276
void KismetAnimationLibrary::K2_TwoBoneIK(FVector RootPos, FVector JointPos, FVector EndPos, FVector JointTarget, FVector Effector, FVector OutJointPos, FVector OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale); // 0x4BA78D0
TArray<FPilgrimPlayerInfo> PilgrimPlayerManager::GetLocalPlayers(); // 0x131CD408
FVector2D WidgetLayoutLibrary::GetMousePositionOnPlatform(); // 0xE00E4D6
void B_LootInjectionLootSpawnActor_C::OnSpriteSpawned(); // 0x1F94C
void Widget::K2_RemoveFieldValueChangedDelegate(FieldNotificationId FieldId, DelegateProperty Delegate); // 0x4AEA362
void B_LootInjectionLootSpawnActor_C::ParseItemEntries(); // 0x1F94C
FVector2D WidgetLayoutLibrary::GetMousePositionOnViewport(Object* WorldContextObject); // 0x4B1BE84
void PlayerController::K2_ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName Tag, bool bLooping, bool bIgnoreTimeDilation, bool bPlayWhilePaused); // 0x4620006
void B_LootInjectionLootSpawnActor_C::PlayLootInjectionChestOpenTimeline(); // 0x1F94C
AnimInstance* AnimInstance::TryGetPawnOwner(); // 0x1DD8994
void B_LootInjectionLootSpawnActor_C::OnRep_BuildingContainer(); // 0x1F94C
CameraModifier* CameraModifier::GetViewTarget(); // 0xD80B9D6
void ActorComponent::K2_DestroyComponent(ActorComponent* Object); // 0x4179E1C
bool PlayerController::ProjectWorldLocationToScreen(FVector WorldLocation, FVector2D ScreenLocation, bool bPlayerViewportRelative); // 0x4622806
PlayerState* PlayerState::GetPawn(); // 0x46390C4
PlayerState* PlayerState::GetPlayerController(); // 0x46390E0
void canvas::K2_DrawTexture(Texture* RenderTexture, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, FLinearColor RenderColor, EBlendMode BlendMode, float Rotation, FVector2D PivotPoint); // 0x46F5DD6
void B_DentureSay_Weapon_Mantis_C::K2_OnUnEquip(); // 0x1F94C
void GA_DentureSay_Primary_Mantis_C::K2_OnEndAbility(); // 0x1F94C
float KismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange(SkeletalMeshComponent* Component, FName SocketOrBoneNameA, ERelativeTransformSpace SocketSpaceA, FName SocketOrBoneNameB, ERelativeTransformSpace SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax); // 0x4BA3DD4
void GCN_Athena_LowGravity_C::K2_HandleGameplayCue(); // 0x1F94C
void B_MintPunt_Weapon_C::K2_OnUnEquip(); // 0x1F94C
float KismetAnimationLibrary::K2_EndProfilingTimer(bool bLog, FString LogPrefix); // 0x4BA4F9A
void GA_DentureSay_Primary_Mantis_C::K2_ActivateAbility(); // 0x1F94C
FVector KismetAnimationLibrary::K2_DirectionBetweenSockets(SkeletalMeshComponent* Component, FName SocketOrBoneNameFrom, FName SocketOrBoneNameTo); // 0x4BA37AA
void GA_Melee_Mantis_Parent_C::K2_OnEndAbility(); // 0x1F94C
FVector2D canvas::K2_StrLen(Font* RenderFont, FString RenderText); // 0x46F7442
void canvas::K2_DrawTriangle(Texture* RenderTexture, TArray<FCanvasUVTri> Triangles); // 0x46F6DB0
FInputDeviceId PilgrimDeviceMapperControllerComponent::GetLocalPlayerConnectedDeviceId(); // 0x131B7038
FVector canvas::K2_Project(FVector WorldLocation); // 0x46F71FE
void canvas::K2_DrawText(Font* RenderFont, FString RenderText, FVector2D ScreenPosition, FVector2D Scale, FLinearColor RenderColor, float Kerning, FLinearColor ShadowColor, FVector2D ShadowOffset, bool bCentreX, bool bCentreY, bool bOutlined, FLinearColor OutlineColor); // 0x46F4898
void GA_CosmicThunderCheatCodes_Input_C::K2_OnEndAbility(); // 0x1F94C
void GA_CosmicThunderCheatCodes_Input_C::K2_CanActivateAbility(); // 0x1F94C
void B_LootInjectionLootSpawnActor_C::ExecuteUbergraph_B_LootInjectionLootSpawnActor(); // 0x1F94C
void B_LootInjectionLootSpawnActor_C::GetSpriteRarity(); // 0x1F94C
PilgrimGame* PilgrimGame::GetLocalPlayerController(); // 0x13190DD0
void B_LootInjectionLootSpawnActor_C::GetDelayBeforeLootSpawn(); // 0x1F94C
FVector KismetAnimationLibrary::K2_MakePerlinNoiseVectorAndRemap(float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ); // 0x4BA68D0
float KismetAnimationLibrary::K2_MakePerlinNoiseAndRemap(float Value, float RangeOutMin, float RangeOutMax); // 0x4BA6276
FTransform KismetAnimationLibrary::K2_LookAt(FTransform CurrentTransform, FVector TargetPosition, FVector LookAtVector, bool bUseUpVector, FVector UpVector, float ClampConeInDegree); // 0x4BA569A
void KismetAnimationLibrary::K2_StartProfilingTimer(); // 0xE1862C0
void GA_CosmicThunderCheatCodes_Input_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void GA_CosmicThunderCheatCodes_KeybindDisplay_C::K2_OnEndAbility(); // 0x1F94C
void GA_CosmicThunderCheatCodes_KeybindDisplay_C::K2_ActivateAbility(); // 0x1F94C
void Actor::K2_DetachFromActor(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule); // 0x40A0C5C
void Character::K2_UpdateCustomMovement(float DeltaTime); // 0x1F94C
void Actor::K2_DestroyActor(); // 0x1DD6580
FVector Actor::K2_GetActorLocation(); // 0x40A121C
FRotator Actor::K2_GetActorRotation(); // 0x1DD659A
void Character::K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode, uint8 PrevCustomMode, uint8 NewCustomMode); // 0x1F94C
void Character::K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust); // 0x1F94C
GameModeBase* GameModeBase::K2_FindPlayerStart(FString IncomingName); // 0x42F6192
void GameModeBase::K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange); // 0x1F94C
void GameModeBase::K2_OnLogout(GameModeBase* ExitingController); // 0x1F94C
void GameMode::K2_OnSetMatchState(FName NewState); // 0x1F94C
void Controller::GetPlayerViewPoint(FVector Location, FRotator Rotation); // 0x4286BC6
Controller* Controller::GetViewTarget(); // 0x4286FBC
Controller* Controller::K2_GetPawn(); // 0x4286FE6
bool Actor::K2_SetActorLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x40A1CA2
void Actor::K2_SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x40A2666
void Actor::K2_SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x40A2E34
bool Actor::K2_SetActorLocation(FVector NewLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x40A14CC
void Actor::K2_OnBecomeViewTarget(Actor* PC); // 0x1F94C
void Actor::K2_OnEndViewTarget(Actor* PC); // 0x1F94C
void Actor::K2_OnReset(); // 0x1F94C
void Character::K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust); // 0x1F94C
Actor* Actor::K2_GetRootComponent(); // 0x40A14B0
TArray<ActorComponent*> Actor::K2_GetComponentsByClass(Class* ComponentClass); // 0x40A1260
bool Actor::K2_TeleportTo(FVector DestLocation, FRotator DestRotation); // 0x40A4A60
void Actor::K2_SetActorRelativeTransform(FTransform NewRelativeTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x40A35EA
bool Actor::K2_SetActorRotation(FRotator NewRotation, bool bTeleportPhysics); // 0x40A3E04
bool Actor::K2_SetActorTransform(FTransform NewTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x40A4234
void Actor::K2_AddActorWorldRotation(FRotator DeltaRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x409CF34
void Actor::K2_AddActorWorldOffset(FVector DeltaLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x409C766
void B_LootInjectionLootSpawnActor_C::ReceiveEndPlay(); // 0x1F94C
void Actor::K2_AddActorWorldTransform(FTransform DeltaTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x409D6EA
void Actor::K2_AddActorWorldTransformKeepScale(FTransform DeltaTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x409DF12
void B_LootInjectionLootSpawnActor_C::Timeline_ChestOpenMaterialAnim__FinishedFunc(); // 0x1F94C
void B_LootInjectionLootSpawnActor_C::SpawnLoot(); // 0x1F94C
void Actor::GetActorBounds(bool bOnlyCollidingComponents, FVector origin, FVector BoxExtent, bool bIncludeFromChildActors); // 0x4096A4E
FVector2D WidgetLayoutLibrary::GetViewportSize(Object* WorldContextObject); // 0x4B1CA8A
bool WidgetLayoutLibrary::GetMousePositionScaledByDPI(PlayerController* player, float LocationX, float LocationY); // 0x4B1C0A2
void Actor::K2_AddActorLocalOffset(FVector DeltaLocation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x409AFD2
void Actor::K2_AddActorLocalTransform(FTransform NewTransform, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x409BF3E
void B_LootInjectionLootSpawnActor_C::ReceiveBeginPlay(); // 0x1F94C
void Actor::K2_AddActorLocalRotation(FRotator DeltaRotation, bool bSweep, FHitResult SweepHitResult, bool bTeleport); // 0x409B788
void PlayerController::GetViewportSize(int32 SizeX, int32 SizeY); // 0x461F9B6
bool Actor::K2_AttachToComponent(SceneComponent* Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); // 0x40A0172
void POIBannerToastWidgetBase::K2_OnBecomeInactive(); // 0x1F94C
bool PlayerController::GetMousePosition(float LocationX, float LocationY); // 0x461EF22
void GameModeBase::K2_OnRestartPlayer(GameModeBase* NewPlayer); // 0x1F94C
PlayerController* GameModeBase::K2_OnSwapPlayerControllers(GameModeBase* NewPC); // 0x1F94C
void GameModeBase::K2_PostLogin(GameModeBase* NewPlayer); // 0x1F94C
void B_LootInjectionLootSpawnActor_C::TossPickup(); // 0x1F94C
void B_LootInjectionLootSpawnActor_C::Timeline_ChestOpenMaterialAnim__UpdateFunc(); // 0x1F94C
void POIBannerToastWidgetBase::K2_OnBecomeActive(); // 0x1F94C
void Actor::K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName, EAttachLocation AttachLocationType, bool bWeldSimulatedBodies); // 0x409E73A
bool Actor::K2_AttachToActor(Actor* ParentActor, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); // 0x409F674
void BP_SpriteExtraction_UIDirectorComponent_C::GetPlayerStateComponent(); // 0x1F94C
void Actor::K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName, EAttachLocation AttachLocationType, bool bWeldSimulatedBodies); // 0x409EECC
int32 StateTreeFunctionLibrary::K2_GetParametersProperty(FStateTreeReference Reference, FGuid PropertyId); // 0x52AAEB4
StateTree* StateTree::K2_GetExtension(Class* ExtensionType); // 0x52909DC
float GameplayModMagnitudeCalculation::K2_GetCapturedAttributeMagnitude(FGameplayAttribute Attribute, FGameplayTagContainer SourceTags, FGameplayTagContainer TargetTags); // 0x547C88E
void StateTreeFunctionLibrary::K2_SetParametersProperty(FStateTreeReference Reference, FGuid PropertyId, int32 NewValue); // 0x52AB782
void GA_LootInjection_C::K2_ActivateAbilityFromEvent(); // 0x1F94C
void AIController::K2_SetFocalPoint(FVector FP); // 0x5237E64
void AIController::K2_ClearFocus(); // 0xE945AE6
void GameplayAbility::K2_RemoveGameplayCue(FGameplayTag GameplayCueTag); // 0x53CC0AE
void GameplayAbility::K2_OnEndAbility(bool bWasCancelled); // 0x1F94C
bool GameplayAbility::K2_HasAuthority(); // 0xEBDD1E2
CheatManagerExtension* CheatManagerExtension::GetPlayerController(); // 0xD81F8A2
Actor* GameplayCueNotify_Static::K2_HandleGameplayCue(EGameplayCueEvent EventType, FGameplayCueParameters Parameters); // 0x1F94C
bool GameplayAbility::K2_ShouldAbilityRespondToEvent(FGameplayAbilityActorInfo ActorInfo, FGameplayEventData Payload); // 0x1F94C
FVector2D MediaPlateComponent::GetMeshRange(); // 0x12EEC13E
bool RecastNavMesh::K2_ReplaceAreaInTileBounds(FBox Bounds, Class* NewArea, bool ReplaceLinks); // 0x521FC46
float CharacterMovementComponent::K2_GetWalkableFloorAngle(); // 0xD84A85A
float CharacterMovementComponent::K2_GetWalkableFloorZ(); // 0xD84A878
void GA_CosmicThunder_PhaseDash_Dash_C::K2_CanActivateAbility(); // 0x1F94C
bool NavigationSystemV1::K2_GetRandomLocationInNavigableRadius(FVector origin, FVector RandomLocation, float Radius, Class* FilterClass); // 0x52055BA
void CharacterMovementComponent::K2_FindFloor(FVector CapsuleLocation, FindFloorResult FloorResult); // 0x419EB9C
void GA_CosmicThunder_PhaseDash_Dash_C::K2_OnEndAbility(); // 0x1F94C
void BGA_GrindRail_C::GetMeshCount(); // 0x1F94C
void AISense_Blueprint::K2_OnNewPawn(AISense_Blueprint* NewPawn); // 0x1F94C
void AIController::K2_SetFocus(AIController* NewFocus); // 0x523808C
void BGA_GrindRail_C::GetMeshForSplineLength(); // 0x1F94C
CheatManager* CheatManager::GetPlayerController(); // 0xD81FAB0
void GA_CosmicThunder_PhaseDash_Dash_C::K2_ActivateAbility(); // 0x1F94C
void GA_NarrowFleaChrome_Launcher_C::K2_ActivateAbility(); // 0x1F94C
GameplayStatics* GameplayStatics::FinishSpawningActor(Actor* Actor, FTransform SpawnTransform, ESpawnActorScaleMethod TransformScaleMethod); // 0x430F834
GameplayStatics* GameplayStatics::GetGameInstance(); // 0x431524A
GameplayStatics* GameplayStatics::GetGameState(); // 0x43156BE
void GameplayAbility::K2_ActivateAbilityFromEvent(FGameplayEventData EventData); // 0x1F94C
FActiveGameplayEffectHandle GameplayAbility::K2_ApplyGameplayEffectSpecToOwner(FGameplayEffectSpecHandle EffectSpecHandle); // 0x53CAAC6
void GameplayAbility::K2_AddGameplayCueWithParams(FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameter, bool bRemoveOnAbilityEnd); // 0x53CA452
void GameplayAbility::K2_AddGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context, bool bRemoveOnAbilityEnd); // 0x53C9E66
void GA_Athena_EnvSlurp_Parent_C::K2_ActivateAbility(); // 0x1F94C
void GA_MintPunt_FallDamageImmunity_Granter_C::K2_OnEndAbility(); // 0x1F94C
void GA_MintPunt_FallDamageImmunity_Granter_C::K2_ActivateAbility(); // 0x1F94C
void GA_MonkeyFallDamageImmunity_C::K2_OnEndAbility(); // 0x1F94C
GameplayStatics* GameplayStatics::GetPlayerController(int32 PlayerIndex); // 0x4317932
GameplayStatics* GameplayStatics::GetPlayerControllerFromID(Object* WorldContextObject, int32 ControllerId); // 0x4317D10
GameplayStatics* GameplayStatics::GetPlayerControllerFromPlatformUser(Object* WorldContextObject, FPlatformUserId UserId); // 0x43180E4
void GameplayAbility::K2_CommitExecute(); // 0x1F94C
bool GameplayAbility::K2_CommitAbilityCost(bool BroadcastCommitEvent); // 0x53CB5C6
bool GameplayAbility::K2_CommitAbilityCooldown(bool BroadcastCommitEvent, bool ForceCooldown); // 0x53CB1D0
void GameplayAbility::K2_EndAbility(); // 0x15EB4BE
void GameplayAbility::K2_ExecuteGameplayCueWithParams(FGameplayTag GameplayCueTag, FGameplayCueParameters GameplayCueParameters); // 0x53CBC0C
void GameplayAbility::K2_ExecuteGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context); // 0x53CB7EE
void GameplayAbility::K2_EndAbilityLocally(); // 0xEBDD1C8
GameplayStatics* GameplayStatics::BeginDeferredActorSpawnFromClass(Object* WorldContextObject, Class* ActorClass, FTransform SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, Actor* Owner, ESpawnActorScaleMethod TransformScaleMethod); // 0x4300A4A
bool GameplayAbility::K2_CanActivateAbility(FGameplayAbilityActorInfo ActorInfo, FGameplayAbilitySpecHandle Handle, FGameplayTagContainer RelevantTags); // 0x1F94C
TArray<FActiveGameplayEffectHandle> GameplayAbility::K2_ApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle EffectSpecHandle, FGameplayAbilityTargetDataHandle TargetData); // 0x53CAD16
void GameplayAbility::K2_CancelAbility(); // 0xEBDD10A
bool GameplayAbility::K2_CommitAbility(); // 0xE2EFF6A
bool GameplayAbility::K2_CheckAbilityCost(); // 0xD90948E
bool GameplayAbility::K2_CheckAbilityCooldown(); // 0xEBDD19E
bool NavigationSystemV1::K2_GetRandomPointInNavigableRadius(FVector origin, FVector RandomLocation, float Radius, Class* FilterClass); // 0x520608C
bool GameplayEventRouterComponent::K2_BroadcastEvent(int32 EventData, Object* EventContext); // 0x51DEFD2
bool GameplayEventRouterComponent::K2_BroadcastStatefulEvent(int32 EventData, Object* EventContext); // 0x51DF3FC
float KismetAnimationLibrary::K2_CalculateVelocityFromSockets(float DeltaSeconds, FName SocketOrBoneName, FName ReferenceSocketOrBone, ERelativeTransformSpace SocketSpace, FVector OffsetInBoneSpace, FPositionHistory History, int32 NumberOfSamples, float VelocityMin, float VelocityMax, EEasingFuncType EasingType, FRuntimeFloatCurve CustomCurve); // 0x4BA1AD4
AssembledMeshUserComponent* AssembledMeshUserComponent::GetMeshPart(); // 0xD94FC0E
Object* GameplayTask_SpawnActor::FinishSpawningActor(GameplayTask_SpawnActor* SpawnedActor); // 0x51F12E8
EGameplayTaskRunResult GameplayTasksComponent::K2_RunGameplayTask(TScriptInterface<GameplayTaskOwnerInterface> TaskOwner, uint8 Priority, TArray<Class*> AdditionalRequiredResources, TArray<Class*> AdditionalClaimedResources); // 0x51EE33A
FVector2D canvas::K2_TextSize(Font* RenderFont, FString RenderText, FVector2D Scale); // 0x46F783C
void GameplayMessageRouter::K2_BroadcastMessage(FEventMessageTag Channel, int32 Message, bool bSaveToChannel, GameplayMessageRouter* ActorContext); // 0x501CCE0
AssembledMeshUserComponent* AssembledMeshUserComponent::GetMeshPartByIndex(int32 MeshPartIndex); // 0x51D2BCC
void GA_Melee_Mantis_Parent_C::K2_ActivateAbility(); // 0x1F94C
bool GameplayEventRouterSubsystem::K2_BroadcastStatefulEventBackwardCompatible(FEventMessageTag Channel, int32 EventData, Object* EventContext); // 0x51E1E4E
GameplayTask_SpawnActor* GameplayTask_SpawnActor::SpawnActor(FVector SpawnLocation, FRotator SpawnRotation, Class* Class, bool bSpawnOnlyOnAuthority); // 0x51F16CC
bool GameplayEventRouterSubsystem::K2_BroadcastEventBackwardCompatible(GameplayEventRouterComponent* Target, FEventMessageTag Channel, int32 EventData, Object* EventContext); // 0x51E1494
float KismetAnimationLibrary::K2_CalculateVelocityFromPositionHistory(float DeltaSeconds, FVector Position, FPositionHistory History, int32 NumberOfSamples, float VelocityMin, float VelocityMax); // 0x4BA0BE8
void CharacterMovementComponent::K2_ComputeFloorDist(FVector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, FindFloorResult FloorResult); // 0x419E1DC
bool NavigationSystemV1::K2_GetRandomReachablePointInRadius(FVector origin, FVector RandomLocation, float Radius, Class* FilterClass); // 0x5206B80
bool NavigationSystemV1::K2_ProjectPointToNavigation(FVector Point, FVector ProjectedLocation, NavigationData* NavData, Class* FilterClass, FVector QueryExtent); // 0x5207652
bool NavigationSystemV1::K2_ReplaceAreaInOctreeData(Class* OldArea, Class* NewArea); // 0x5208160
void GA_CosmicThunder_Token_PhaseDash_Manager_C::K2_ActivateAbility(); // 0x1F94C
bool GameplayTask_SpawnActor::BeginSpawningActor(Actor* SpawnedActor); // 0x51F0EEE
int32 FortGameState::GetWorldDaysElapsed(); // 0x106E8ADA
void GA_CosmicThunder_Token_PhaseDash_Manager_C::K2_OnEndAbility(); // 0x1F94C
void FortPlayerState::ServerChangeActiveVariantForCosmeticItem(FName ItemTemplateToChange, FGameplayTag VariantChannelToChange, FGameplayTag DesiredActiveVariant, FortPlayerState* PreviewPawn); // 0x756461E
void FortPlayerState::UpdateScoreStatChanged(); // 0x10BD7736
void FortPlayerStateAthena::OnPlacementSet(); // 0x1029C8A4
void FortPlayerStateAthena::ClientAddKillFeedErrorMessage(TArray<FortCreativeMessageDispatcherErrorMessage> ErrorMessages); // 0x66D5436
void FortPlayerStateAthena::NetMulticastTriggerCustomFeedMessage(FGameplayTag CustomFeedMessageGeneratorID); // 0x66D6978
void FortPlayerState::SetIsSimulatingDamage(bool bSimulateDamage); // 0x7564D94
void FortPlayerStateAthena::OnRep_MetricInformation(); // 0x1029CFFC
void FortPlayerStateAthena::OnRep_MatchAbandonState(EMatchAbandonState PrevMatchAbandonState); // 0x66D81EE
void FortPlayerStateAthena::NetMulticastTriggerCustomFeedMessageWithContext(FGameplayTag CustomFeedMessageGeneratorID, FCustomFeedMessageContext Context); // 0x66D6B90
bool FortPlayerStateAthena::CanEditCreativeIsland(); // 0x1029BED6
void FortPlayerStateAthena::ClientNotifyMatchEntered(FEventTournamentIds EventIds); // 0x66D5668
void FortPlayerStateAthena::Client_OnNewLevel(int32 NewLevel); // 0x66D521E
void FortPlayerStateAthena::OnRep_Kills(); // 0x11330E6
bool FortPlayerStateAthena::CanBeResurrected(); // 0xCB79624
void FortPlayerStateAthena::OnInteractionEventOccurred(FGameplayTagContainer InteractionTargetTags); // 0x66D6F8A
void FortPlayerStateAthena::OnRep_KeepPlayingTogetherVotingStatus(); // 0x1125C4A
void FortPlayerStateAthena::OnRep_Downs(); // 0xD80B29E
void FortPlayerState::OnRep_ScoreStatChanged(); // 0x10BD74FA
void FortPlayerStateAthena::OnRep_IsContributingToOverbudgetHeatmap(); // 0x1029CF1A
void FortPlayerStateAthena::OnRep_TeamPlacementLocked(); // 0x1029D6A2
void FortPlayerStateAthena::OnRep_DidNotThankBusDriver(); // 0x1029CF04
void FortPlayerState::OnRep_PlayerTeamPrivate(); // 0x145661E
void FortPlayerPawnAthena::OnSpawnImmunityTimeReset(); // 0x1F94C
void FortPlayerStateAthena::OnRep_InteractingRebootVan(); // 0x1FC1FFA
void FortPlayerState::OnRep_PlatformUniqueNetId(); // 0xEE3414
void FortPlayerState::OnRep_PlayerTeam(); // 0xDA0BD5C
void FortPlayerStateAthena::OnRep_TeamScore(); // 0x1029D706
void FortPlayerStateAthena::OnRep_KeepPlayingTogetherMatchmakingId(); // 0x1029CF80
bool FortPlayerState::RemoveCharacterPartOverride(CustomCharacterPart* Part); // 0x7564402
void FortPlayerStateAthena::OnRep_KeepPlayingTogetherMatchmakingRegion(); // 0x116B856
void FortPlayerStateAthena::OnRep_AIKills(); // 0x1029C8BA
void FortPlayerStateAthena::OnRep_TeamAverageDamage(); // 0x1029D638
void FortPlayerState::OnRep_SessionOwner(); // 0x10BD75AC
void FortPlayerStateAthena::OnRep_TeamIndex(uint8 OldVal); // 0x66D8CC8
void FortPlayerStateAthena::OnRep_TeamKillScore(); // 0xA79812
void FortPlayerStateAthena::OnRep_DeathInfo(); // 0x1618432
void FortPlayerStateAthena::OnRep_bActiveBeingRebooted(); // 0x1FC1F8E
void FortPlayerStateAthena::OnRep_ChangeTeamInfo(); // 0x1029C8D0
int32 FortPlayerStateAthena::GetTeamDeadCount(); // 0x1029C4C0
void FortPlayerStateAthena::OnRep_PersistenceErrorType(); // 0x1029D3C4
void FortPlayerStateAthena::OnRep_Place(); // 0x127CA4E
bool FortPlayerStateAthena::GetInventoriesRequiredWithNoPersistence(); // 0x1029C414
int32 FortPlayerStateAthena::GetSquadMemberIndex(); // 0x1029C468
uint8 FortPlayerStateAthena::GetTeam(); // 0x1029C48E
float FortPlayerStateAthena::GetTimeRemainingForRespawn(); // 0x1029C514
void FortPlayerStateAthena::OnRep_NumAmmoCansOpened(); // 0x1029D026
void FortPlayerStateAthena::OnRep_ResurrectionChipReplicated(FortResurrectionData PreviousResurrectionChip); // 0x66D8A78
void FortPlayerStateAthena::OnRep_PreserveSquad(); // 0x1029D430
void FortPlayerStateAthena::OnRep_RebootCounter(); // 0x1FC201C
void FortPlayerStateAthena::OnRep_ResurrectingNow(bool bPreviousResurrectingNow); // 0x66D8856
void FortPlayerStateAthena::OnRep_NumLlamasOpened(); // 0x1029D234
void FortPlayerStateAthena::OnRep_NumMinutesAlive(); // 0x1029D2B2
void FortPlayerStateAthena::OnRep_NumChestsOpened(); // 0x1029D122
void FortPlayerStateAthena::OnRep_NumForagedItemsConsumed(); // 0x1029D138
void FortPlayerStateAthena::OnRep_NumGoldCoinsCollected(); // 0x1029D1B6
uint8 FortPlayerStateAthena::GetSquadID(); // 0x66D656A
void FortPlayerStateAthena::OnRep_NumBronzeCoinsCollected(); // 0x1029D0A4
float FortPlayerStateAthena::GetRemainingResurrectionChipExpirationTime(); // 0x1FC1A82
int32 FortPlayerStateAthena::GetKillScore(); // 0x1029C430
float FortPlayerStateAthena::GetResurrectionChipExpirationLength(); // 0x1029C44A
void FortPlayerStateAthena::OnRep_NumSilverCoinsCollected(); // 0x1029D2C8
void FortPlayerStateAthena::OnRep_NumSupplyDropsOpened(); // 0x1029D346
void FortPlayerStateAthena::OnRep_SeasonLevelUIDisplay(); // 0x1FC2BE0
void FortPlayerStateAthena::OnRep_StormSurgeEffectCount(); // 0x1029D566
void FortPlayerStateAthena::ClientReportTeamKill(int32 TeamKills); // 0x66D6110
void FortPlayerStateAthena::ClientReportSquadKill(FortPlayerStateAthena* KilledPlayer, FortPlayerStateAthena* KillerPlayer); // 0x66D5D2C
ECreativePersistenceErrorTypes FortPlayerStateAthena::GetCurrentPersistenceErrorType(); // 0x1029C334
TArray<FVector> FortPlayerStateAthena::GetActiveAlliesRebootCardLocations(); // 0x1029C148
void FortPlayerStateAthena::ClientReportTournamentStatUpdate(FortTournamentStatInfo TournamentStatInfo); // 0x66D6328
bool FortPlayerStateAthena::IsResurrectionChipAvailable(); // 0x1029C7E4
void FortPlayerStateAthena::ClientReportDBNO(FortPlayerStateAthena* player); // 0x66D58F8
bool FortPlayerStateAthena::IsSquadDead(); // 0x1029C7FE
bool FortPlayerStateAthena::IsRespawningWithRespawnData(); // 0x1029C7CA
bool FortPlayerStateAthena::IsResurrectingNow(); // 0x66D695E
void FortPlayerStateAthena::ClientReportKill(FortPlayerStateAthena* player); // 0x66D5B12
bool FortPlayerStateAthena::IsAnAthenaGameParticipant(); // 0x1029C70A
bool FortPlayerStateAthena::IsBuyingRebootCardsEnabled(); // 0x1029C742
bool FortPlayerStateAthena::IsDisconnected(); // 0x1029C768
void FortPlayerStateAthena::OnRep_ServerTimeForRespawn(); // 0x1FC2C10
FortPlayerStateAthena* FortPlayerStateAthena::GetTransientQuestsComponent(); // 0x1029C5D0
void FortPlayerStateAthena::HandleSpectatedTargetSquadChanged(FortPlayerStateAthena* InSpectatedTarget, uint8 PreviousSquadId); // 0x66D6584
void FortPlayerStateAthena::OnRep_SquadId(); // 0x11BDBFC
bool FortPlayerStateAthena::GetInventoriesInLocalOnlyMode(); // 0x1029C3DC
FDeathInfo FortPlayerStateAthena::GetDeathInfo(); // 0x1029C34E
void FortPlayerStateAthena::OnRep_SimpleMetricInformation(); // 0x1029D452
bool FortPlayerStateAthena::IsInSquad(); // 0x1029C782
bool FortPlayerStateAthena::GetInventoriesInNonPersistenceMode(); // 0x1029C3F8
void FortPlayerPawnAthena::OnEnteredReplayRelevancy(); // 0x1F94C
bool FortWeapon::WeaponDataHasMatchingGameplayTag(FGameplayTag TagToCheck); // 0x7C486FE
void FortPlayerPawnAthena::OnCreativeStopInvulnerable(); // 0x1F94C
bool FortWeapon::WeaponDataHasMatchingPlayerGrantedGameplayTag(FGameplayTag TagToCheck); // 0x7C4891C
void FortPlayerPawnAthena::OnCreativeStopGhost(); // 0x1F94C
void FortWeapon::UseWeaponDurability(float DurabilityScale); // 0x7C47582
void FortWeaponPickaxeAthena::MulticastOnPlayWeakpointHitFX(); // 0x102B6008
void FortWeapon::UseWeaponDurabilityExplicit(float DurabilityToUse); // 0x7C47AC4
bool FortWeapon::WeaponDataHasAnyMatchingGameplayTags(FGameplayTagContainer TagContainer); // 0x7C482E6
void FortPlayerPawnAthena::OnLeftReplayRelevancy(); // 0x1F94C
void FortPlayerPawnAthena::OnCreativeStartInvulnerable(); // 0x1F94C
void FortWeaponPickaxeAthena::HandleWeaponDataLoaded(FortWeapon* InWeapon, FortWeaponPickaxeAthena* InWeaponData); // 0x670EA38
void FortPlayerPawnAthena::MeleeCombatActivated(); // 0x10EF4FBC
FTransform FortWeaponPickaxeAthena::GetWeaponMeshTransformOffset(); // 0x102B5FE0
void FortPlayerPawnAthena::LandscapeCheck(); // 0x10EF4F7C
bool FortPlayerPawnAthena::LocalIsTryingToEnterVehicle(); // 0x10EF4F92
void FortPlayerPawnAthena::OnCreativeModeratorModeDeactivate(); // 0x1F94C
void FortPlayerPawnAthena::OnCreativeStartGhost(); // 0x1F94C
void FortPlayerPawnAthena::OnCreativeModeratorModeActivate(); // 0x1F94C
void FortPlayerPawnAthena::MeleeCombatBlocked(); // 0x10EF502A
void FortPlayerPawnAthena::NetMulticast_SuccessfulBuildingEdit(); // 0x15D52F6
void FortPlayerPawnAthena::OnOutsideSafeZonePhaseChanged(int32 SafeZonePhase); // 0x1F94C
bool FortPlayerPawnAthena::RemoveCustomHighlightingDataOverride(FCustomHighlightingHandle HandleToRemove); // 0x7971C30
uint8 FortPlayerPawnAthena::RemoveDBNORevivingActor(Actor* RevivingActorToRemove); // 0x796F5CE
void FortPlayerPawnAthena::OverrideMovementNoiseGeneration(FortPlayerPawnAthenaMovementNoiseOverride NoiseOverride); // 0x79719E4
uint8 FortPlayerPawnAthena::AddDBNORevivingActor(Actor* RevivingActorToAdd); // 0x796F5CE
void FortPlayerPawnAthena::OnSuccessfulBuildingEdit(); // 0x1F94C
void FortPlayerPawn::WhenCosmeticSpecificPartApplied(DelegateProperty Delegate, bool SkipNullMesh, EFortCustomPartType PartType, FDelegateHandleController DelegateHandleController_Out); // 0x7B572A2
void FortPlayerPawnAthena::ReportBrokenPawnReplication(bool bFirstOffense); // 0x79720CC
DelegateProperty FortPlayerPawn::WhenCosmeticSpecificPartAppliedWithAnyStruct(bool SkipNullMesh, EFortCustomPartType PartType, FDelegateHandleController DelegateHandleController_Out, FInstancedStruct AnyStruct); // 0x7B57A1C
FCustomHighlightingHandle FortPlayerPawnAthena::AddCustomHighlightingDataOverride(FCustomHighlighting CustomHighlightingData, int32 Priority); // 0x796EF68
void FortPlayerPawnAthena::AddComponentToPawnHighlightSet(FortPlayerPawnAthena* PrimitiveComponent); // 0x796ED38
void FortPlayerPawnAthena::BushStateChanged(bool bNewBushState); // 0x1F94C
void FortPlayerPawnAthena::OnRep_bIsCreativeModeratorModeActivated(); // 0x10EF5182
void FortPlayerPawnAthena::OnRep_GravityAttributeReplicationProxy(); // 0x15195FE
void FortPlayerPawnAthena::OnRep_bIsCreativeGhostModeActivated(); // 0x10EF515C
void FortPlayerPawnAthena::OnReceivedStormSurgeDamage(); // 0x1F94C
void FortPlayerPawnAthena::OnRep_AttributeProxy(); // 0xE76C62
void FortPlayerPawnAthena::OnResInDuringWarmup(); // 0x1F94C
void FortPlayerPawnAthena::OnSignificantTick(float Significance); // 0x1F94C
void FortPlayerPawnAthena::OnResInDuringStyleTransference(); // 0x1F94C
void FortPlayerPawnAthena::OnRep_ReplayRepAnimMontageInfo(); // 0x8D6F04
void FortPlayerPawnAthena::CancelMeleeCombatSlow(); // 0x10EF479C
float FortPlayerPawnAthena::GetDownedDBNOInvulnerableTime(); // 0x2073A0E
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetSwingPSC(); // 0x670E9D4
float FortPlayerPawnAthena::GetMeleeCombatSlowSpeedMultiplier(); // 0x10EF4B98
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetAnimTrailsPSC(); // 0x670E94E
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetAnimTrailsNiagaraAsset(); // 0x670E932
void FortWeaponPickaxeAthena::BP_HandlePostCosmeticInitialization(); // 0x1F94C
FRotator FortWeaponPickaxeAthena::GetSwingRotation(); // 0x102B5F70
SkeletalMeshComponent* FortWeaponPickaxeAthena::BP_OnPickaxeAndCharacterCustomizationLoaded(TArray<CustomCharacterPart*> CustomParts, TArray<SkeletalMeshComponentBudgeted*> CustomMeshParts); // 0x1F94C
FName FortWeaponPickaxeAthena::GetAnimTrailsFirstSocketName(); // 0x102B5EEA
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::CreateAnimTrailFX(); // 0x102B5EC4
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetAnimTrailsPSCTemplate(); // 0x670E96A
FName FortWeaponPickaxeAthena::GetIdleFXSocketName(); // 0x102B5F3C
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetIdlePSC(); // 0x670E986
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetAnimTrailVFXComponent(); // 0x6EAC20
void FortPlayerPawnAthena::HandleRevivedFromDBNOServer(FortPlayerPawnAthena* RevivedPawn); // 0x449C0FC
FortPlayerPawnAthena* FortPlayerPawnAthena::GetPlayerVoiceChatComponent(); // 0x10EF4BEA
FName FortWeaponPickaxeAthena::GetSwingFXSocketName(); // 0x102B5F56
uint8 FortPlayerPawnAthena::GetNumberOfDBNORevivingActors(); // 0x10EF4BD0
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetIdleVFXComponent(); // 0x3DAF56
float FortWeaponPickaxeAthena::GetAnimTrailsWidth(); // 0x102B5F1E
FName FortWeaponPickaxeAthena::GetAnimTrailsSecondSocketName(); // 0x102B5F04
FCosmeticLoadout FortWeaponPickaxeAthena::BP_GetCosmeticLoadoutData(); // 0xC6687F6
void FortPlayerPawnAthena::ClientSetJumpZVelocity(float NewJumpZ); // 0x79701AA
bool FortPlayerPawnAthena::IsBackpackEquipped(EBackpackType BackpackType); // 0x797110A
void FortPlayerPawnAthena::CreativeToggleGhost(bool bEnableOnly); // 0x79703C4
bool FortWeaponPickaxeAthena::GetUseAnimTrailsPSC(); // 0x670EA1E
void FortPlayerPawnAthena::CreativeToggleInvulnerable(); // 0x10EF49E8
bool FortPlayerPawnAthena::CanPlayerCreateInCurrentVolume(FortVolume* OutCurrentVolume); // 0x796F7E6
bool FortPlayerPawnAthena::CanPawnUseAimAssist(); // 0x10EF47D8
void FortPlayerPawnAthena::ClientSetGravityJumpMultipliers(float NewGravityVal, float NewVehicleGravityVal, float NewJumpHorizontalAcceleration, float NewJumpHorizontalVelocity); // 0x796FA30
bool FortPlayerPawnAthena::IsDBNOEnabled(); // 0x10EF4E3E
bool FortPlayerPawnAthena::IsPlayingMinigame(); // 0x10EF4F22
void FortPlayerPawnAthena::EnableWaterAudio_Native(bool bIsEnteringWater); // 0x79705F4
float FortPlayerPawnAthena::GetCurrentVoiceAmplitude(); // 0xD78D5C8
FortPlayerPawnAthena* FortPlayerPawnAthena::GetAdditiveHitReactsMontage(); // 0x10EF4B0E
bool FortWeapon::WeaponDataIsValid(); // 0x7C48E02
bool FortWeaponPickaxeAthena::AttachesAnimTrailsToWeapon(); // 0x670E918
float FortPlayerPawnAthena::GetDefaultReviveFromDBNOTime(); // 0x10EF4B38
void FortPlayerPawnAthena::ForceReviveFromDBNO(FortPlayerPawnAthena* EventInstigator); // 0x449C0FC
void FortPlayerPawnAthena::FastSharedReplication(FSharedRepMovement SharedRepMovement); // 0x797080C
void FortPlayerPawnAthena::GameplayCue_Creative_PossessProp(EGameplayCueEvent EventType, FGameplayCueParameters Parameters); // 0x7970B32
void FortPlayerPawnAthena::GameplayCue_PinkOatmeal_MeatPizza_PossessProp(EGameplayCueEvent EventType, FGameplayCueParameters Parameters); // 0x7970B32
FortWeaponPickaxeAthena* FortWeaponPickaxeAthena::GetSwingVFXComponent(); // 0x5061A8
FortPlayerState* FortPlayerState::GetCurrentPawn(); // 0x7563B3C
FortPlayerState* FortPlayerState::GetHeroType(); // 0x103C64BC
FortPlayerState* FortPlayerState::FindFNEPlayerComponent(); // 0x10BD716E
void FortPlayerState::ChangeActiveVariantForCosmeticItem(FName ItemTemplateToChange, FGameplayTag VariantChannelToChange, FGameplayTag DesiredActiveVariant, FortPlayerState* PreviewPawn); // 0x75633C6
void FortPlayerState::ClearCharacterPartOverrides(); // 0x10BD70F4
FUniqueNetIdRepl FortPlayerState::GetPlatformUniqueNetId(); // 0x10BD71F6
bool FortWeapon::HasAmmoForCostPerFire(); // 0x10E9AAC8
void FortWeaponPickaxeAthena::MulticastSetHitWeakSpot(FHitResult HitResult); // 0x670EE0E
FString FortPlayerState::GetPlatform(); // 0x10BD71D6
float FortPlayerPawnAthena::GetReviveFromDBNOTime(); // 0x10EF4C06
bool FortPlayerState::AreUniqueIDsIdentical(FUniqueNetIdRepl A, FUniqueNetIdRepl B); // 0x7562E5A
FortPlayerPetRepState* FortPlayerPetRepState::GetFortPlayerPawn(); // 0x1029AB80
void FortPlayerSpawnPad::GetPossessedPlayerPawnsByID(TArray<FortPlayerPawn*> SortedPlayerPawns); // 0x767A43E
FortPlayerPet* FortPlayerPet::GetFortPlayerPawn(); // 0x1029AB80
void FortPlayerPawnAthena::TeleportToSkyDive(float HeightAboveGround); // 0x7977380
void FortPlayerPawnAthena::TurnOnCollisionAfterSkydiveDelay(); // 0x10EF5C60
bool FortPlayerState::AddCharacterPartOverride(CustomCharacterPart* Part); // 0x7562C3E
void FortPlayerPawn::UpdateGameStateModifiedGravity(float GravityMultiplier); // 0x412E970
void FortPlayerPawn::UpdatePlayerDistanceTraveled(); // 0x10F67D74
bool FortPlayerPawn::UseNewShieldHitMeshBehaviour(); // 0x10F68216
void FortPlayerPawn::UpdatePreviousPositionAndVelocity(float DeltaSeconds, FVector OldLocation, FVector OldVelocity); // 0x7B54D6A
FString FortPlayerState::GetPlayerNameForStreaming(); // 0x10BD7294
void FortPlayerState::OnRep_CurrentCharXP(); // 0x10BD7466
void FortPlayerState::OnRep_HeroId(); // 0x10BD74C2
void FortPlayerState::OnRep_CharacterData(); // 0x94C36C
void FortPlayerState::OnRep_bIsSimulatingDamage(); // 0xCF446C
void FortPlayerState::OnRep_CachedLoadoutCharacterInfo(); // 0xC26CFA
void FortPlayerState::OnRep_PartyOwner(); // 0x75643E8
void FortPlayerState::OnRep_Platform(); // 0xBA139E
void FortPlayerState::OnRep_InGhostMode(); // 0x10BD74D8
void FortPlayerState::OnRep_HeroType(); // 0x342CFE
void FortPlayerState::OnRep_HomeActor(FortPlayerState* OldHomeActor); // 0x75641CE
void FortPlayerState::OnRep_bHasStartedPlaying(); // 0x66D3A6A
FUniqueNetIdRepl FortPlayerState::GetUniqueID(); // 0xDA1BD92
bool FortPlayerState::HasLocalPlayerController(); // 0x10BD7406
FUniqueNetIdRepl FortPlayerState::GetPlayerUniqueNetID(); // 0x10BD7364
FName FortPlayerState::GetPlayerOSSName(); // 0x10BD732A
FortPlayerState* FortPlayerState::GetPlayerPawnOrVehicleDriver(); // 0x12AFAD4
void FortPlayerState::OnInstigatorEndPlay(Actor* Actor, EEndPlayReason EndPlayReason); // 0x7563DE4
void FortPlayerState::OnRep_BannerInfo(); // 0x204773C
void FortPlayerState::MultiApplyCosmeticPorts(bool bForceReInitialization); // 0x7563BC4
bool FortPlayerState::HasStartedPlaying(); // 0x10BD742C
bool FortPlayerState::IsSimulatingDamage(); // 0x10BD744C
void FortPlayerPawnAthena::SetBushEnabled(bool bEnableBush); // 0x412E970
void FortPlayerPawnAthena::SetCanPawnUseAimAssist(bool InCanPawnUseAimAssist); // 0x7974A3C
DelegateProperty FortPlayerPawn::WhenCosmeticPartAppliedWithAnyStruct(bool SkipNullMesh, FDelegateHandleController DelegateHandleController_Out, FInstancedStruct AnyStruct); // 0x7B55AF8
void FortPlayerPawn::WhenCosmeticPartAppliedWithSkinnedMeshes(DelegateProperty Delegate, bool SkipNullMesh, FDelegateHandleController DelegateHandleController_Out); // 0x7B562F0
void FortPlayerPawnAthena::ServerSuicide(bool bSuppressResurrectionChip, int32 MatchPlacement); // 0x7974652
void FortPlayerPawnAthena::SetEnableRenderCustomDepth(bool bInEnableRenderCustomDepth); // 0x79750B4
void FortPlayerPawnAthena::SetFallInstigator(Controller* NewFallInstigator, FGameplayTagContainer NewFallingDamageTags); // 0x7975310
void FortPlayerPawnAthena::SetDamageCameraShakeClass(Class* NewValue); // 0x7974E82
void FortPlayerPawn::WhenCosmeticPartApplied(DelegateProperty Delegate, bool SkipNullMesh, FDelegateHandleController DelegateHandleController_Out); // 0x7B55544
bool FortPlayerPawnAthena::SetCharacterBodyVisibilityForPossession(bool bVisible); // 0x7974C64
void FortPlayerPawnAthena::ServerSetInteractingItem(Actor* InteractingItem, bool bClearInteraction); // 0x797426A
void FortPlayerPawnAthena::ServerCreativeToggleGhost(bool bEnableOnly); // 0x797404A
void FortPlayerPawn::WhenCosmeticsAppliedWithAnyStruct(DelegateProperty Delegate, FDelegateHandleController DelegateHandleController_Out, FInstancedStruct AnyStruct); // 0x7B56C8A
FortPlayerPawnAthena* FortPlayerPawnAthena::Server_LogBrokenPawnReplication(FortPlayerPawnAthena* BadPlayerPawn, FBrokenPawnReplicationStats BadPawnRepStats); // 0x79739BE
void FortPlayerPawnAthena::ResetCachedDBNOInvulnerableTime(); // 0x79739A2
void FortPlayerPawnAthena::ResetOverrideMovementNoiseGeneration(); // 0x10EF5224
void FortPlayerPawnAthena::ServerForceImmediateLandscapeCheck(); // 0x10EF52EC
void FortPlayerPawn::WhenCosmeticsApplied(DelegateProperty Delegate, FDelegateHandleController DelegateHandleController_Out); // 0x7B568A4
bool FortWeapon::UsesEnergyPoolForAmmo(); // 0x10FC1E12
void FortPlayerPawnAthena::ServerCreativeToggleInvulnerable(); // 0x10EF52D2
bool FortWeapon::UsesReserveEnergy(); // 0x10FC1E4C
void FortPlayerPawnAthena::SetHealthInvulnerabilityRatio(float NewInvulnerabilityRatio); // 0x7975728
void FortWeapon::UpdateDamageStartLocation(); // 0x10D89302
void FortWeapon::UpdateAnimationBudgetAllocatorTickPrerequisite(FortWeapon* Mesh); // 0x7C47346
bool FortWeapon::UsesChargesForAmmo(); // 0x10FC1D2C
void FortPlayerPawnAthena::SpawnNiagaraEnvironmentComponents(bool bRegister); // 0x797689E
void FortPlayerPawnAthena::StartConsumableUseAudio(FortPlayerPawnAthena* Sound); // 0x7976AB6
FVector FortPlayerPawnAthena::Swinging_VectorToAttachPoint(FString CallerID); // 0x7976CF2
void FortPlayerPawnAthena::SwingingUpdateMeshRotation(float DeltaTime); // 0x797716C
void FortPlayerPawnAthena::StopConsumableUseAudio(); // 0x10EF55C6
void FortWeapon::TryToCustomFire(bool bSecondaryFire); // 0x7C47130
bool FortWeapon::TrySetTickEnabledForWeaponMesh(SkeletalMeshComponentBudgeted* SkelMeshComp, bool bShouldTick); // 0x7C46D44
void FortPlayerPawnAthena::SetUpdateSharedReplicationWhileAttached(bool bNewValue); // 0x7976670
void FortPlayerPawn::VerifySkydivingMatchesServer(); // 0x10F68284
bool FortWeapon::UsesConsumableAmmo(); // 0x10FC1D66
bool FortPlayerPawn::WantsToGoFromVehicleToZipline(); // 0x10F682EC
void FortPlayerPawnAthena::SetImprovedDBNO(bool bEnable); // 0x7975A2C
bool FortPlayerPawn::WasRecentlyLaunchedFromZipline(float RecentSeconds); // 0x7B55328
void FortPlayerPawnAthena::SetShouldDropItemsOnDeath(bool bInShouldDropItemsOnDeath); // 0x7976248
void FortPlayerPawnAthena::SetShouldSkipMovementFullSimulation(bool bInShouldSkipMovementFullSimulation); // 0x797645C
void FortPlayerPawnAthena::SetRimLightIntensity(float Multiplier, TArray<MaterialInstanceDynamic*> AllPawnMaterials); // 0x7975E70
void FortPlayerPawnAthena::SetIsSignificantForSpecialEventSequence(bool bIsSignificant); // 0x7975C58
bool FortPlayerPawn::UseSlipperyMovementOverrideData(); // 0x10F68230
bool FortWeapon::IsCosmeticLimited(); // 0x10FBFC74
bool FortWeapon::IsEquipped(); // 0x2081458
bool FortWeapon::IsBeingEquipped(); // 0x10FBFC5A
bool FortWeapon::HasInfiniteReserveEnergy(); // 0x10FBFBA6
bool FortWeapon::InventoryOwnerHasInfiniteAmmo(); // 0x10FBFC10
bool FortWeapon::IsFiring(); // 0x7C3BC32
bool FortWeapon::IsPrimaryInputQueued(); // 0x10FBFDC8
bool FortWeapon::IsProjectileWeapon(); // 0x103E60AE
bool FortWeapon::IsPrimaryInputHeld(); // 0x10FBFD66
bool FortWeapon::IsGauntlet(); // 0x10FBFC94
bool FortWeapon::IsOutOfAmmo(); // 0x10FBFCEC
bool FortWeapon::HasInfiniteReserveAmmo(); // 0x10FBFB5E
bool FortWeapon::HasAnyVisibleHudKeyActionData(); // 0x10FBF990
bool FortWeapon::HasDurability(); // 0x10FBF9D4
void FortWeapon::HandleBlueprintProbablyCosmeticStomp(); // 0x10FBF97A
FortWeapon* FortWeapon::GetWeaponReloadMontage(); // 0x10FBF8FC
void FortWeapon::GetWeaponSpecificAttachedActors(TArray<Actor*> OutActors); // 0x1F94C
bool FortWeapon::HasInfiniteAmmo(); // 0x1078B8AA
bool FortWeapon::HasInfiniteMagazineAmmo(); // 0x10FBFB12
bool FortWeapon::HasInfiniteMagazineUses(); // 0x10FBFB38
bool FortWeapon::HasInfiniteLoadedEnergy(); // 0x10FBFAA8
bool FortWeapon::HasInfiniteCharges(); // 0x10FBFA48
bool FortWeapon::HasInfiniteConsumables(); // 0x10FBFA6E
bool FortWeapon::IsQuartzGunfireEnabled(); // 0x10FBFE2C
void FortWeapon::OnInstigatorSet(); // 0x1F94C
void FortWeapon::OnOutOfAmmoFire(); // 0x1F94C
void FortWeapon::OnInitWeaponCosmetics(); // 0x1F94C
void FortWeapon::OnInitAlteration(FortWeapon* NewAlteration); // 0x1F94C
void FortWeapon::OnInitCosmeticAlterations(FortCosmeticModification CosmeticMod); // 0x1F94C
void FortWeapon::OnPawnMontageBlendingOut(AnimMontage* PawnMontage, bool bInterrupted); // 0x7C3C64C
void FortWeapon::OnPlayImpactFX(FHitResult HitResult, EPhysicalSurface ImpactPhysicalSurface, FortWeapon* SpawnedPSC); // 0x7C3D064
void FortWeapon::OnPlayReloadFX(EFortReloadFXState ReloadStage); // 0x1F94C
void FortWeapon::OnPawnWeaponHolstered(); // 0x7C3D036
void FortWeapon::OnPawnMontageEnded(AnimMontage* PawnMontage, bool bInterrupted); // 0x7C3CA34
void FortWeapon::OnPawnMontageStarted(FortWeapon* PawnMontage); // 0x7C3CE1C
void FortWeapon::OnEquippedWeaponDestory(); // 0x1F94C
bool FortWeapon::IsTwoHandedWeapon(); // 0x10FBFE6A
void FortWeapon::ModAmmo(int32 AmountToUse); // 0x7C3C054
bool FortWeapon::IsTargeting(); // 0x7C3BC5C
bool FortWeapon::IsReloading(); // 0x2081482
bool FortWeapon::IsSuppressed(); // 0xD84DAA
void FortWeapon::MulticastOnReload(float ReloadTime, EFortWeaponReloadType ReloadType); // 0x7C3C26C
void FortWeapon::OnChargeUp(); // 0x1F94C
void FortWeapon::OnEndCharge(); // 0x1F94C
void FortWeapon::OnChargeDown(); // 0x1F94C
void FortWeapon::OnAmmoCountChanged(); // 0x1F94C
void FortWeapon::OnApplyFireModeData(FortWeapon* FireModeData); // 0x1F94C
float FortWeapon::GetWeaponRateOfFireModifier(); // 0x10FBF8D4
Class* FortWeapon::GetSecondaryFireAbility(); // 0x10FBF260
bool FortWeapon::GetShouldTickWeaponMesh(); // 0x10FBF2E0
bool FortWeapon::GetReticleColorOverride(FColor OutColor, TArray<FHitResult> HitResults); // 0x7C39E30
int32 FortWeapon::GetRemainingAmmo(); // 0x208126A
FColor FortWeapon::GetReticleColor(); // 0x10FBF1FA
FortWeapon* FortWeapon::GetSoundLibraryComponent(FGameplayTag InComponentTag); // 0x7C3A244
FVector FortWeapon::GetTargetingSourceLocation(); // 0x10FBF346
float FortWeapon::GetTimeToNextFire(); // 0x10FBF3B6
float FortWeapon::GetTargetingCameraWeight(); // 0x10FBF31E
bool FortWeapon::GetSupportsAutoFireAtReticleTargetMode(); // 0x10FBF2FC
float FortWeapon::GetSurfaceRatioMultiplier(EPhysicalSurface HitSurface, Actor* HitInstigator, Actor* HitTarget); // 0x7C3A462
float FortWeapon::GetReloadTime(); // 0x10FBF1CE
FortProceduralLayeringWeaponData FortWeapon::GetProceduralLayeringData(); // 0x10FBF0EA
float FortWeapon::GetProjectilePitchOffset(); // 0x10FBF15A
Class* FortWeapon::GetPrimaryFireAbility(); // 0x10FBF036
FortPlayerAnimAssets FortWeapon::GetPlayerAnimAssets(); // 0x10FBEF64
FortWeapon* FortWeapon::GetPlayerAnimProxyTable(); // 0x10FBEFEC
float FortWeapon::GetProjectileSpeed(float ChargePercent); // 0x7C39C08
float FortWeapon::GetReloadProgress(); // 0x10E9A34E
float FortWeapon::GetReloadStartTime(); // 0x10FBF1A2
float FortWeapon::GetReloadPlayRate(); // 0x10E9A278
float FortWeapon::GetRange(); // 0x10E9A2A4
FortWeapon* FortWeapon::GetReloadAnimation(); // 0x10FBF178
int32 FortWeapon::GetTraceThroughBuildingsLimit(); // 0x10FBF3E2
EFortWeaponTriggerType FortWeapon::GetWeaponDataTriggerType(); // 0x10FBF780
FDataTableRowHandle FortWeapon::GetWeaponDataWeaponStatHandle(); // 0x10FBF7E2
FSlateBrush FortWeapon::GetWeaponDataSmallPreviewImageBrush(); // 0x10FBF6F2
EFortRarity FortWeapon::GetWeaponDataRarity(); // 0x10FBF632
TSoftObjectPtr<FortWeapon> FortWeapon::GetWeaponDataSmallPreviewImage(); // 0x10FBF658
FortWeapon* FortWeapon::GetWeaponEquipMontage(); // 0x10EB75CC
TArray<FortWeaponModSlot> FortWeapon::GetWeaponModSlots(); // 0x10FBF868
FortWeapon* FortWeapon::GetWeaponPawnAnimSet(); // 0x10FBF8A2
void FortWeapon::GetWeaponMeshes(TArray<SkeletalMeshComponentBudgeted*> WeaponMeshes); // 0x7C3B9CC
FortWeapon* FortWeapon::GetWeaponHandSocketPartOverride(FName SocketName); // 0x7C3B792
FortWeapon* FortWeapon::GetWeaponMesh(); // 0x7C3B9B0
void FortWeapon::GetWeaponDataPlayerGrantedGameplayTags(FGameplayTagContainer GameplayTags); // 0x7C3AFB0
FGuid FortWeapon::GetTrackerGuid(); // 0x10FBF44C
EFortWeaponTriggerType FortWeapon::GetTriggerType(); // 0x10FBF468
int32 FortWeapon::GetTraceThroughPawnsLimit(); // 0x10FBF432
int32 FortWeapon::GetTraceThroughLandscapeLimit(); // 0x10FBF3FC
bool FortWeapon::GetTraceThroughPawns(); // 0x10FBF416
FortWeapon* FortWeapon::GetWeaponAdditiveAnimSet(); // 0x10FBF55E
void FortWeapon::GetWeaponDataGameplayTags(FGameplayTagContainer GameplayTags); // 0x7C3AD54
EFortItemType FortWeapon::GetWeaponDataItemType(); // 0x10FBF60C
FortWeapon* FortWeapon::GetWeaponDataAmmoWorldItemDefinition(); // 0x10FBF5E6
EFortWeaponChargeStateForFireFX FortWeapon::GetWeaponChargeStateForFireFX(); // 0x10FBF5BC
FortWeapon* FortWeapon::GetWeaponData(); // 0x7C3ABEC
void FortWeapon::SetNativeChargeUpEnabled(bool bEnabled); // 0x7C43726
void FortWeapon::SetOverrideFireModeData(TSoftObjectPtr<FortWeapon> OverrideFireModeData); // 0x7C4394E
void FortWeapon::SetIsReloadingWeapon(bool bReloading); // 0x41FC15A
bool FortWeapon::SetHudKeyActionVisibility(int32 Index, bool bVisible); // 0x7C42EA6
bool FortWeapon::SetHudKeyActionVisibilityByID(FString KeyActionId, bool bVisible); // 0x7C432CA
void FortWeapon::SetPlayerAnimAssetOverride(FortPlayerAnimAssets InPlayerAnimAssetsOverride, bool bResetOnUnequip); // 0x7C43C96
void FortWeapon::SetTargeting3PCamera(Class* NewTargetingCam); // 0x7C4445C
void FortWeapon::SetTargetingReload3PCamera(Class* NewTargetingReloadCam); // 0x7C4474A
void FortWeapon::SetTargeting(bool bNewIsTargeting); // 0x7825F42
void FortWeapon::SetShouldDrawNativeReticle(bool bInShouldDrawReticle); // 0x6C15230
void FortWeapon::SetShouldTickWeaponMesh(bool bInShouldTickWeaponMesh); // 0x7C441AE
void FortWeapon::SetHudKeyActionsVisibilityByID(TArray<FWeaponHudKeyActionIdAndVisibility> IDAndVisibilityPairs); // 0x7C42C6C
void FortWeapon::SetFeedbackLinesDimFlag(bool bIsDimmed); // 0x7C40E1E
void FortWeapon::SetFireModeOverride(EFortWeaponRuntimeFireMode InFireModeOverride); // 0x7C41034
void FortWeapon::SetDisableEquipAnimation(bool bShouldDisableEquipAnimation); // 0x7C40BE2
void FortWeapon::SetBase3PCamera(Class* NewBaseCam); // 0x7C4068C
void FortWeapon::SetChargeTime(float InChargeTime); // 0x7C4097A
void FortWeapon::SetFireSoundPitchMultiplier(float NewPitch); // 0x7C4126E
bool FortWeapon::SetHudKeyActionDescriptionByID(FString KeyActionId, FText InActionDescription); // 0x7C42482
void FortWeapon::SetHudKeyActionsVisibility(TArray<FWeaponHudKeyActionVisibility> IndexVisibilityArray); // 0x7C429C8
bool FortWeapon::SetHudKeyActionDescription(int32 Index, FText InActionDescription); // 0x7C41FC2
bool FortWeapon::SetHiddenInGameControllerOnly(SceneComponent* SceneComp, bool NewHidden, bool bPropagateToChildren); // 0x7C41482
bool FortWeapon::SetHiddenInGameOtherLocalControllersOnly(SceneComponent* SceneComp, bool NewHidden, bool bPropagateToChildren); // 0x7C41A22
void FortWeapon::SetTraceThroughBuildingsLimit(int32 NewTraceThroughBuildingsLimit); // 0x7C44A38
bool FortWeapon::ShouldReticleDrawForFirstPersonCamera(); // 0x10FC151A
void FortWeapon::ShowWeaponFireAudioVisual(); // 0x10FC153A
bool FortWeapon::ShouldCustomTriggerPerformPendingFire(); // 0x10FC14F0
void FortWeapon::SetWeaponVisibilityControllerOnly(bool bDesiredVisibility, bool bForceUpdate); // 0x7C4693C
bool FortWeapon::ShouldAmmoCountDrawForFirstPersonCamera(); // 0x10FC13FE
void FortWeapon::StartCharge(); // 0x10FC1550
bool FortWeapon::TryReloadAmmoFromAbility(); // 0x10FC190E
void FortWeapon::TryReportOutOfAmmo(); // 0x10FC19C0
void FortWeapon::StopWeaponFireFX(); // 0x7C46D2A
void FortWeapon::StopForceFeedback(); // 0x1070C28
void FortWeapon::StopWeaponFireCustomAudio(); // 0x1F94C
void FortWeapon::SetWeaponVisibility(bool bDesiredVisibility, bool bForceUpdate); // 0x7C4654E
void FortWeapon::SetTrajectoryVisibility(bool bNewVisible); // 0x7C45292
void FortWeapon::SetTrajectoryVisibilityControllerOnly(FortPlayerController* FortPlayerController, bool bNewVisible); // 0x7C454AA
void FortWeapon::SetTraceThroughPawnsLimit(int32 NewTraceThroughPawnsLimit); // 0x7C45080
void FortWeapon::SetTraceThroughLandscapeLimit(int32 NewTraceThroughTerrainLimit); // 0x7C44C4A
void FortWeapon::SetTraceThroughPawns(bool bNewTraceThroughPawns); // 0x7C44E5C
void FortWeapon::SetWeaponAdditiveAnimSetOverride(FortWeapon* WeaponPawnAnimsetOverride); // 0x7C45884
void FortWeapon::SetWeaponPawnAnimsetOverride(FortWeapon* WeaponPawnAnimsetOverride); // 0x7C460EC
void FortWeapon::SetWeaponProxyTableOverride(FortWeapon* ProxyTableOverride); // 0x7C4630A
void FortWeapon::SetWeaponDataAtRuntime(FortWeapon* InWeaponData); // 0x7C45ED8
void FortWeapon::SetWeaponCoreAnimOverride(EFortWeaponCoreAnimation InWeaponCoreAnimationOverride); // 0x7C45AB4
void FortWeapon::SetWeaponData(FortWeapon* InWeaponData); // 0x7C45CC4
void FortWeapon::SetAllowReloadWhenFull(bool bNewAllowReloadWhenFull); // 0x7C40464
void FortWeapon::OnRep_PrimaryAbilitySpecHandle(); // 0x10FC0266
void FortWeapon::OnRep_ReplicatedAppliedAlterations(); // 0xB48EEA
void FortWeapon::OnRep_PhantomReserveAmmo(); // 0x10FC024C
void FortWeapon::OnRep_ItemEntryGuid(FGuid OldItemGuid); // 0x7C3DCBA
void FortWeapon::OnRep_LastFireTimeVerified(); // 0x20815C8
void FortWeapon::OnRep_ReplicatedCosmeticOverrideWeaponData(); // 0x106EC26A
void FortWeapon::OnStartCharge(); // 0x1F94C
void FortWeapon::OnStopWeaponFireFX(); // 0x1F94C
void FortWeapon::OnSetTargeting(bool bNewIsTargeting); // 0x1F94C
void FortWeapon::OnRep_ReplicatedWeaponData(FortWeapon* PreviousWeaponData); // 0x7C3DF08
void FortWeapon::OnRep_ReplicatedWeaponModSlots(TArray<FortWeaponModSlot> PreviousModSlots); // 0x7C3E122
void FortWeapon::OnRep_IsEquippingWeapon(); // 0x20814B8
void FortWeapon::OnReachedMinCharge(); // 0x1F94C
void FortWeapon::OnRemoteClientReachedMaxCharge(); // 0x1F94C
void FortWeapon::OnReachedMaxChargeForCurAmmo(); // 0x1F94C
void FortWeapon::OnPlayWeaponFireFX(bool bPersistentFire, bool bSecondaryFire); // 0x1F94C
void FortWeapon::OnReachedMaxCharge(); // 0x1F94C
void FortWeapon::OnRemoteClientReachedMinCharge(); // 0x1F94C
void FortWeapon::OnRep_EquippedWeaponDestroyWrapper(); // 0x10FBFF4A
void FortWeapon::OnRep_FireModeOverride(EFortWeaponRuntimeFireMode PreviousFireModeOverride); // 0x7C3DA8E
void FortWeapon::OnRep_ChargeStatusPack(); // 0x152A614
void FortWeapon::OnRep_AmmoCount(int32 OldAmmoCount); // 0x7C3D65C
void FortWeapon::OnRep_BlendingOutPawnMontage(FortWeapon* OldBlendingOutPawnMontage); // 0x7C3D874
void FortWeapon::OnTetherDetached(); // 0x1F94C
void FortWeapon::ResetPlayerAnimAssetOverride(); // 0x10FC0732
void FortWeapon::ResetTempWeaponMaterialOverride(); // 0x10FC079A
bool FortWeapon::RequiresAmmoToFire(bool bPrimaryFire); // 0x7C3FC46
void FortWeapon::RefreshCosmeticRelativeTransform(); // 0x10FC06FE
void FortWeapon::Reload(); // 0x10FC0718
void FortWeapon::ResetWeaponCoreAnimOverride(); // 0x10FC0878
void FortWeapon::ServerResetShotReport(); // 0xD79345C
void FortWeapon::ServerSetChargeState(uint8 NewState); // 0x7C4024E
void FortWeapon::ServerOnReloadCancelled(); // 0xBEB10E0
void FortWeapon::RestoreOriginalMaterials(); // 0x10FC0890
void FortWeapon::ServerOnReload(float ReloadTime, EFortWeaponReloadType ReloadType); // 0x7C3FE6E
void FortWeapon::PlayWeaponFireFX(bool bSecondaryFire); // 0x7C3FA26
void FortWeapon::OnWeaponMontageBlendingOut(AnimMontage* WeaponMontage, bool bInterrupted); // 0x7C3E35E
void FortWeapon::OnWeaponMontageStarted(FortWeapon* WeaponMontage); // 0x7C3E746
void FortWeapon::OnWeaponDetached(); // 0x1F94C
void FortWeapon::OnUnableToPerformAction(FGameplayTagContainer FailedReason, FText LocalizedFailureReasonText); // 0x1F94C
void FortWeapon::OnWeaponAttached(); // 0x1F94C
void FortWeapon::OnWeaponVisibilityChanged(bool bVisible, bool bSetForLocalControllerOnly); // 0x7C3E960
void FortWeapon::PlayReloadFX(EFortReloadFXState ReloadStage); // 0x7C3F810
void FortWeapon::PlayWeaponFireCustomAudio(bool bPersistentFire, bool bSecondaryFire); // 0x1F94C
void FortWeapon::PlayNativeImpactFX(FHitResult HitResult, FGameplayCueParameters GameplayCueParameters); // 0x7C3F30C
void FortWeapon::OnWrapApplied(FortWeapon* WrapDefinition); // 0x1F94C
void FortWeapon::PlayForceFeedback(bool bSecondaryFire, bool bPersistentFire, bool bImpact); // 0x7C3ED4E
void FortWeapon::GetPlayerActiveGrantedGameplayTags(FGameplayTagContainer GameplayTags); // 0x7C399B4
void FortProjectileBase::ExitSkyTube(FortSkyTube* SkyTube, bool bIsLastTube); // 0x785F54C
float FortProjectileBase::GetDefaultGravityScale(); // 0x10E3E0A4
void FortProjectileBase::ExecuteGameplayCue(FGameplayCueTag GameplayCueTag); // 0x785F308
void FortProjectileBase::AddTagToDefaultTags(FGameplayTag TagToAddToProjectileDefaultTags); // 0x785ED1E
void FortProjectileBase::EnterSkyTube(FortSkyTube* SkyTube, bool bIsFirstTube); // 0x785EF44
float FortProjectileBase::GetDefaultSpeed(float InChargePercent); // 0x785F934
FortProjectileBase* FortProjectileBase::GetOwnerPlayerController(); // 0x10E3E296
FVector FortProjectileBase::GetOwnerVelocity(); // 0x10E3E3D6
float FortProjectileBase::GetMaxLifespan(); // 0x10E3E26A
bool FortProjectileBase::GetDummyProjectile_DEPRECATED(); // 0x106F8182
float FortProjectileBase::GetGravityScale(); // 0x10E3E16A
void FortProjectileBase::AddLoopingGameplayCue(FGameplayCueTag GameplayCueTag); // 0x785EAF4
void FortProjectileAthena::OnRep_FireStart(); // 0xEF4EC2
void FortProjectileAthena::OnRep_PawnHitResult(); // 0xED46EC
void FortProjectileAthena::OnOwnerDestroyed(FortProjectileAthena* DestroyedOwner); // 0x66F6DDC
bool FortPlayerStateZone::ShouldOvershieldBarBeVisible(); // 0x756D194
void FortProjectileAthena::KillAfterNoPawnHit(); // 0xC2EF750
FHitResult FortProjectileAthena::OnSniperTraceWaterHit(FortProjectileAthena* WaterBody); // 0x1F94C
void FortProjectileAthena::ServerNotifyMaxSimulationDistanceExceeded(); // 0xD89A840
void FortProjectileAthena::ServerNotifyPawnHit(FHitResult Hit, TArray<uint8> Context); // 0x66F7830
void FortProjectileAthena::ServerNotifyEndOverlap(Actor* OtherActor, FortProjectileAthena* OtherComp); // 0x66F744C
void FortProjectileAthena::ReplacedByRealProjectile(FortProjectileAthena* RealProjectile); // 0x66F7018
void FortProjectileAthena::ReplacedPredictedProjectile(FortProjectileAthena* PredictedProjectile); // 0x66F7232
FortProjectileBase* FortProjectileBase::GetOwnerWeapon(); // 0x10E3E446
void FortProjectileBase::OnStoppedOnServer(); // 0x1F94C
void FortProjectileBase::RemoveLoopingGameplayCue(FGameplayCueTag GameplayCueTag); // 0x7860240
void FortProjectileBase::OnStopCallback(FHitResult Hit); // 0x785FFDC
void FortProjectileBase::OnShotByProjectile(FHitResult Hit); // 0x1F94C
void FortProjectileBase::OnStop(FHitResult Hit); // 0x1F94C
void FortProjectileBase::ResumeSimulation(); // 0x10E3E5AE
void FortProjectileDecoHelper::OnProjectileThrown(); // 0x10E25168
void FortProjectileDecoHelper::SetGrenadeTrajectoryHitResult(FHitResult InHitResult); // 0x7838628
bool FortProjectileDecoHelper::GetInvalidThrowTrapPosition(); // 0xDFF0500
void FortProjectileBase::SetGravityScale(float InitialGravityScale); // 0x786046A
bool FortProjectileBase::ShouldPassThroughActor(FHitResult Hit); // 0x78606C2
void FortProjectileBase::OnShot(FHitResult Hit); // 0x1F94C
void FortProjectileBase::OnBounceCallback(FHitResult Hit, FVector ImpactVelocity); // 0x785FB58
void FortProjectileBase::OnHitByMelee(FHitResult Hit); // 0x1F94C
void FortProjectileBase::OnBounce(FHitResult Hit); // 0x1F94C
FVector FortProjectileBase::GetPreviousLocation(); // 0x10E3E46C
FortProjectileBase* FortProjectileBase::GetSkyTube(); // 0x10E3E4DE
void FortProjectileBase::OnRep_CurrentSkyTube(); // 0x10E3E57E
void FortProjectileBase::OnRep_SimulationStoppingHit(); // 0x1C709B0
void FortProjectileBase::OnResumeSimulation(); // 0x1F94C
void FortProjectileBase::OnRep_ResumeSimulationCount(); // 0x10E3E5AE
void FortProjectileBase::OnRep_GravityScale(); // 0x785FF8C
void FortProjectileBase::OnRep_ReplicatedMaxSpeed(); // 0x785FFB4
void FortPlayerStateZone::SetOvershieldBarVisible(bool NewVisible); // 0x756CF74
void FortPlayerStateEndless::AddBluGloActivityScoreForPlayer(FVector BurnerLocation); // 0x68AA338
bool FortPlayerStateOutpost::HasPermissionToEditOutpost(); // 0x10D4328C
EDeathCause FortPlayerStateAthena::ToDeathCause(FGameplayTagContainer InTags, bool bWasDBNO); // 0x66DAB96
void FortPlayerStateAthena::ServerSetKeepPlayingTogetherMatchmakingRegion(FString NewRegion); // 0x66DA72E
void FortPlayerStateAthena::SetIsContributingToOverbudgetHeatmap(bool bContributingToOverbudget); // 0x66DA95A
void FortPlayerStateOutpost::OnRep_HasPermissionToEditOutpost(); // 0x10D432C4
void FortPlayerStatePvE::OnRep_CampaignCommanderLoadoutRating(); // 0x10D43754
void FortPlayerStateZone::GetHealthAndShields(float Health, float HealthMax, float Shield, float ShieldMax); // 0x756AD14
void FortPlayerStatePvE::OnRep_CampaignBackpackRating(); // 0x10D436FA
void FortPlayerStateOutpost::ServerSetHasPermissionToEditOutpost(FortPlayerStateOutpost* InPlayer, bool bHasPermission); // 0x76F4D14
void FortPlayerStateOutpost::SetHasPermissionToEditOutpost(FortPlayerStateOutpost* InPlayer, bool bHasPermission); // 0x76F5128
void FortPlayerStateAthena::Server_TogglePreserveSquad(); // 0x1029DA0E
void FortPlayerStateAthena::OnRep_VerseVoiceChannelName(); // 0x1029D7F8
void FortPlayerStateAthena::OnSquadAssociatedActorDestroyed(uint8 AlwaysRelevantForSquadId, FortPlayerStateAthena* DestroyedActor); // 0x66D8EDA
void FortPlayerStateAthena::OnRep_TotalPlayerScore(); // 0x1029D7CE
void FortPlayerStateAthena::OnRep_TeamScorePlacement(); // 0x1029D76A
void FortPlayerStateAthena::OnRep_ThankedBusDriver(); // 0x1A04B30
void FortPlayerStateAthena::OnSquadAssociatedActorSpawned(uint8 AlwaysRelevantForSquadId, FortPlayerStateAthena* SpawnedActor); // 0x66D92AA
void FortPlayerStateAthena::Server_SetCanEditCreativeIsland(bool bCanEdit, TArray<FString> Whitelist); // 0x66DA112
void FortPlayerStateAthena::Server_SetKeepPlayingTogetherVotingStatus(EKeepPlayingTogetherVotingStatus NewStatus); // 0x66DA518
void FortPlayerStateAthena::ProcessDeathInfoUpdate(FDeathInfo InDeathInfo); // 0x66D9E1A
void FortPlayerStateAthena::OnSquadSpecificActorDestroyed(uint8 AlwaysRelevantForSquadId, FortPlayerStateAthena* DestroyedActor); // 0x66D967A
void FortPlayerStateAthena::OnSquadSpecificActorSpawned(uint8 AlwaysRelevantForSquadId, FortPlayerStateAthena* SpawnedActor); // 0x66D9A4A
int32 FortPlayerStateZone::GetNumOfAccumulatedBluGlo(); // 0x10BDBAA4
void FortPlayerStateZone::OnRep_OvershieldBarVisisble(); // 0x2048D80
void FortPlayerStateZone::OnRep_QuickbarEquippedItems(); // 0xD9005EC
void FortPlayerStateZone::OnRep_NumRejoins(); // 0x10BDBD52
void FortPlayerStateZone::OnRep_AccumulatedItems(); // 0x10BDBCF6
void FortPlayerStateZone::OnRep_HasEverSkydivedFromBusAndLanded(); // 0x2048D18
void FortPlayerStateZone::OnRep_ReplicatedTeamMemberState(); // 0x19C35D8
void FortPlayerStateZone::ServerRequestTeamMemberStateChange(ETeamMemberState NewState); // 0x756CB3E
void FortPlayerStateZone::ServerSetInAircraft(bool bNewInAircraft); // 0x756CD54
void FortPlayerStateZone::OnSpectatedPlayerLostSpectator(FortPlayerStateZone* Spectator); // 0x756C91C
void FortPlayerStateZone::OnRep_SpectatingTarget(); // 0x109D3396
void FortPlayerStateZone::OnSpectatedPlayerGainedSpectator(FortPlayerStateZone* Spectator); // 0x756C6B2
void FortPlayerStateZone::MulticastTriggerOnGadgetTrackedAttributeDestroyedFX(FortPlayerStateZone* GadgetItemDefinition); // 0x756C498
FLinearColor FortPlayerStateZone::GetPinColorBySquadMemberIndex(int32 SquadIndex); // 0x756BB16
float FortPlayerStateZone::GetSimulatedAttributeValue(FGameplayAttribute Attribute, float DefaultValue); // 0x756BDCA
FLinearColor FortPlayerStateZone::GetPinColor(); // 0x10BDBB26
int32 FortPlayerStateZone::GetNumOfAccumulatedItem(FortWorldItemDefinition* ItemDefinition); // 0x756B4C2
void FortPlayerStateZone::GetOvershields(float Overshield, float OvershieldMax); // 0x756B714
TSoftObjectPtr<FortPlayerStateZone> FortPlayerStateZone::GetSocialAvatarBrush(bool bSmallImage); // 0x756C208
bool FortPlayerStateZone::HasPlayerRestartedAfterReady(); // 0x10BDBCD6
bool FortPlayerStateZone::IsPlayerDead(); // 0x756C46E
bool FortPlayerStateZone::HasEverSkydivedFromBusAndLanded(); // 0x10BDBCB6
int32 FortPlayerStateZone::GetSpectatorCount(); // 0x10BDBC7E
bool FortPlayerStateZone::HasEverSkydivedFromBus(); // 0x10BDBC98
float FortWeapon::GetChargePercent(); // 0x20810FE
float FortWeapon::GetChargeTime(); // 0x10FBE586
FortWeapon* FortWeapon::GetChargedWeaponFireSound(EFortWeaponSoundState Channel, bool bSecondaryFire); // 0x7C37C74
FortWeapon* FortWeapon::GetAudioParameterComponent(); // 0x207AFDA
int32 FortWeapon::GetBulletsPerClip(); // 0x20810D8
float FortWeapon::GetChargeToAutoDischarge(); // 0x10FBE5A4
FVector FortWeapon::GetDamageStartLocation(FVector AimDir, int32 PatternIndex); // 0x7C3808C
float FortWeapon::GetDurability(bool bIsValid); // 0x7C3849A
float FortWeapon::GetCurrentMaxChargePercent(); // 0x10FBE778
float FortWeapon::GetChargeToMinPercent(); // 0x10FBE6A4
EFortWeaponCoreAnimation FortWeapon::GetCoreAnimation(); // 0x7C38062
FortWeapon* FortWeapon::GetAssociatedGadgetItemDefinition(); // 0x10FBE498
void FortWeapon::EndCharge(); // 0x10FBE3B2
void FortWeapon::GameplayCue_Impact(EGameplayCueEvent EventType, FGameplayCueParameters Parameters); // 0x7C36CF2
bool FortWeapon::DoesHaveOverrideWrap(); // 0x10FBE38C
void FortWeapon::ConsumeSpareAmmo(int32 Quantity, bool bCanConsumeRemainderFromLoadedAmmo); // 0x7C3644C
FColor FortWeapon::DetermineReticleColor(); // 0x10FBE326
void FortWeapon::GameplayCue_Weapons_Activation(EGameplayCueEvent EventType, FGameplayCueParameters Parameters); // 0x7C3726E
FItemVariantHandle FortWeapon::GetAmmoVariantHandle(FortWorldItemDefinition* AmmoItemDefinition); // 0x7C37A06
float FortWeapon::GetApplicableLastFireTime(); // 0x10FBE46C
int32 FortWeapon::GetAmmoCostPerFire(float ChargePercentage); // 0x7C377EA
float FortWeapon::GetAccumulatedChargeTime(); // 0x10FBE3C8
TArray<FortAlterationItemDefinition*> FortWeapon::GetAlterations(); // 0x1078B658
FortWeapon* FortWeapon::GetEquipAnimation(); // 0x10FBE80C
int32 FortWeapon::GetMagazineAmmoCount(); // 0x2081240
float FortWeapon::GetMaxDurability(bool bIsValid); // 0x7C38CAC
int32 FortWeapon::GetLocalRemainingAmmo(); // 0x10FBEA3C
float FortWeapon::GetLastTargetingExitTime(); // 0x10FBEA1E
int32 FortWeapon::GetLocalMagazineAmmoCount(); // 0x2081216
float FortWeapon::GetMeleeAttackPlayRate(); // 0x10FBEB42
FText FortWeapon::GetOutOfAmmoTextOverride(); // 0x1F94C
bool FortWeapon::GetPickupInstigatorData(int32 InstigatorHandle, FPickupInstigatorData InstigatorData); // 0x7C395A6
FTransform FortWeapon::GetMuzzleSocketTransform(int32 PatternIndex); // 0x7C39346
FVector FortWeapon::GetMuzzleLocation(int32 PatternIndex); // 0x7C38ED8
FName FortWeapon::GetMuzzleSocketName(int32 PatternIndex); // 0x7C39116
float FortWeapon::GetLastSecondaryFireTime(); // 0xDFEC55E
TArray<FWeaponHudData> FortWeapon::GetHudKeyActionData(); // 0x10FBE85E
FGuid FortWeapon::GetInventoryGUID(); // 0x7C386F2
FText FortWeapon::GetHoldPromptText(); // 0x1F94C
float FortWeapon::GetFiringRate(); // 0x7C386C6
float FortWeapon::GetFiringRateFastAndNotExact(); // 0x10FBE832
FortWeapon* FortWeapon::GetInventoryItem(); // 0x208112E
int32 FortWeapon::GetLastBroadcastLocalMagazineAmmoCount(); // 0xDFE98F8
float FortWeapon::GetLastFireTime(); // 0x10FBE9F2
bool FortWeapon::GetItemTemplateObjects(TArray<FortCreativeItemTemplate*> TemplateObjs, bool bOnlyEnabled); // 0x7C3870E
bool FortWeapon::GetIsChargingWeapon(); // 0x10FBE8CC
bool FortWeapon::GetIsTargeting(); // 0x10FBE8E6
void FortWeapon::ComputeChargeTimes(float OutMinChargeTime, float OutMaxChargeTime); // 0x7C3604A
void FortSpaghettiVehicle::ShowCooldownCue(FortPlayerPawn* Pawn, float duration); // 0x1F94C
void FortSpectatorPlayerHighlighter::HandleFollowedPlayerChanged(FortPlayerControllerSpectating* SpectatorPC, FortSpectatorPlayerHighlighter* NewFollowedPlayer); // 0x767D1FE
bool FortSaveFileBuildingInstructionsHandler::SaveBuildings(FortPlayerController* FortPC); // 0x68ED4C2
void FortReplaySpectator::OnPlayerStatePlacementChanged(FortPlayerStateAthena* Sender, int32 InPlace); // 0x763951E
FortPlayerPawnAthena* FortRespawnDroneManager::BeginRespawnSequence_BP(FortPlayerControllerAthena* PlayerController, FVector RespawnLocation, float RespawnTime); // 0x1F94C
void FortSpectatorPlayerHighlighter::HandleHighlightedPlayerDeadStateChanged(FortPlayerStateAthena* InPlayerState, bool bInIsDead); // 0x767D5D0
void FortTeamInfo::OnSpottedActorConverted(FortPawn* InstigatorPawn, FortTeamInfo* ConvertedPawn); // 0x6EA7FBC
Actor* FortVolume::AddOrRemovePawnAfterVehicleChange(FortPlayerPawn* FortPawn, FortVolume* OldVehicle); // 0x68F8E2E
void FortSprayDecalInstance::SetSprayParameters(FortPlayerController* SpawningPC, FortSprayDecalInstance* InSprayAsset); // 0x6CAB3F4
void FortSpectatorPlayerHighlighter::HandleHighlightedPlayerDisconnectedChanged(FortPlayerStateAthena* InPlayerState, bool bInIsDisconnected); // 0x767D5D0
void FortSpectatorPlayerHighlighter::HandleSpectatorCameraTypeChanged(FortPlayerControllerSpectating* SpectatorPC, ESpectatorCameraType NewCameraType); // 0x767DBC4
FortPlayerPawnAthena* FortRemoteControlledPawnAthena::SetupRemoteControlPawn(EFortCustomMovement CustomMovementType, TArray<FortGameplayEffectContainerSpec> EffectContainerSpecOnKill); // 0x762358E
float FortProjectileGAS::GetMaxHealth(); // 0x10E40006
float FortProjectileGAS::GetMaxShield(); // 0x10E40032
float FortProjectileGAS::GetHealth(); // 0x10E3FFDA
void FortProjectileDecoHelper::SetShowDecoPreview(bool bInShowDecoPreview); // 0x783889A
void FortProjectileDecoHelper::Tick(float DeltaSeconds); // 0x7838AAE
float FortProjectileGAS::GetShield(); // 0x10E4005E
void FortProjectileTrajectory::SetTrajectorySpline(TArray<FVector> SplinePoints, TArray<FVector> SplineTangents); // 0x7865B32
Controller* FortProjectile_MOBATurret::OnHomingTargetDied(Actor* DamagedActor, float Damage, Actor* DamageCauser, FVector HitLocation, PrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum); // 0x7865F50
void FortProjectileSniperAthena::PlayImpactSFX(EPhysicalSurface SurfaceType, FortProjectileSniperAthena* HitActor); // 0x66FA53C
Controller* FortProjectileGAS::OnDamage(float Damage, FGameplayTagContainer DamageTags, FGameplayEffectContextHandle EffectContext, FortProjectileGAS* DamageCauser); // 0x1F94C
void FortProjectileGAS::OnOutOfHealth(float Damage, FGameplayTagContainer DamageTags, FGameplayEffectContextHandle EffectContext, Controller* DamageInstigator, FortProjectileGAS* DamageCauser); // 0x1F94C
bool FortVolume::IsPlayerAllowedInVolume(FortPlayerController* NewUser); // 0x68F962A
bool FortWeapon::CanUseScopedCameraViaOptic(); // 0x10FBE1A6
void FortWeapon::CheckPendingFire(); // 0x10FBE1CC
bool FortWeapon::CanFire(bool bPrimaryFire); // 0x7C35826
float FortWeapon::CalcConsumeSpeedMultiplierSafe(); // 0x10FBE17E
void FortWeapon::CancelActiveAbility(); // 0xEE3414
void FortWeapon::ClearOverriddenItemWrap(); // 0x10FBE1E6
void FortWeapon::ClientOnReloadCancelled(); // 0xD9B6C28
void FortWeapon::ClientReportShotFlags(uint32 ShotFlags, int32 ShotIndex); // 0x7C35C68
void FortWeapon::ClientHandleReloadFromAbility(); // 0xD96B51C
void FortWeapon::ClearOverrideFireModeData(); // 0xA46224
void FortWeapon::ClientGivenTo(FortWeapon* P); // 0x7C35A4E
void FortWeapon::BP_ShouldTickWeaponMeshChanged(bool bNewValue); // 0x1F94C
bool FortVolumeManager::CanCreatePlayset(FortPlayerPawn* Thrower, FVector StartLocation, FRotator PlaysetRotation, FortPlaysetItemDefinition* NewPlayset); // 0x690686C
FortPlayerController* FortVolumeManager::DestroyBuildingWhenNotInSameVolumeAsPlayerController(FortVolumeManager* TestBuildingActor); // 0x6907568
FortPlayerPawn* FortVolumeManager::AddOrRemovePawnAfterVehicleChange(Actor* NewVehicle, FortVolumeManager* OldVehicle); // 0x69060D4
void FortVolume::RemoveAthenaPawnWhenDied(FortVolume* FortPlayerPawnAthena); // 0x68FAEBE
void FortVolumeManager::AddOrRemovePawn(FortVolumeManager* FortPawn); // 0x6905EC0
void FortWaterBodyActor::OnPlayerEnteredWaterBody(FortPlayerPawn* player, bool bIsFirstBody); // 0x1F94C
void FortWeapon::AttemptApplyOverrideWrapToActor(FortWeapon* Actor); // 0x7C34FBC
bool FortWeapon::BP_AllowRaiseWeaponForDeferredFireInput(); // 0xEC6A50C
bool FortWeapon::AreFireFxRelevant(); // 0x10FBDFA0
void FortWaterBodyActor::OnPlayerExitedWaterBody(FortPlayerPawn* player, bool bIsLastBody); // 0x1F94C
bool FortWeapon::AllowReloadWhenFull(); // 0x10FBDF80
void FortPlayerControllerSpectating::InvokeHotKeyByNumber(int32 HotKeyNum); // 0x7542A88
bool FortPlayerControllerSpectating::IsAllowedChangeCamera(); // 0x10BBEE80
bool FortPlayerControllerSpectating::IsBackHotkeySet(int32 HotKeyNum); // 0x7542CC0
void FortPlayerControllerSpectating::HandleSquadIdModeChanged(ESpectatorSquadIdMode SquadIdMode); // 0x754266A
void FortPlayerControllerSpectating::HandleTimelineScrubbed(FortPlayerControllerSpectating* InWorld); // 0x7542874
bool FortPlayerControllerSpectating::HasBroadcasterToken(); // 0x10BBEDCE
bool FortPlayerControllerSpectating::IsPlayerInRelevancy(FortPlayerState* FPS); // 0x7543140
bool FortPlayerControllerSpectating::IsValidToFollow(FortPlayerState* FPS); // 0x7543366
bool FortPlayerControllerSpectating::JumpToHoveredActor(); // 0x10BBEFBC
bool FortPlayerControllerSpectating::IsCameraBlending(); // 0x10BBEEAA
bool FortPlayerControllerSpectating::IsFollowedPlayerInBus(); // 0x10BBEF96
bool FortPlayerControllerSpectating::IsHotkeySet(int32 HotKeyNum); // 0x7542F00
void FortPlayerControllerSpectating::FollowPrevTeamMember(); // 0x10BBEB7A
EFortSpectatorBlendType FortPlayerControllerSpectating::GetBlendType(); // 0xD78D5E0
FString FortPlayerControllerSpectating::GetCameraPresetName(); // 0x10BBEB9E
void FortPlayerControllerSpectating::FollowPlayerByName(FString PlayerName); // 0x7541ED8
void FortPlayerControllerSpectating::FollowPrevPlayer(); // 0x10BBEB3C
void FortPlayerControllerSpectating::FollowPrevSquadMember(); // 0x10BBEB56
float FortPlayerControllerSpectating::GetOverridenYawAngle(); // 0x10BBECD2
void FortPlayerControllerSpectating::HACK_ApplyEmote(FString EmoteName); // 0x6467216
void FortPlayerControllerSpectating::HandleNewNotificationRequest(FText NotificationText, FNotificationUISettings NotificationSettings); // 0x754219E
int32 FortPlayerControllerSpectating::GetCameraShotsPreset(); // 0x10BBEC42
FortPlayerControllerSpectating* FortPlayerControllerSpectating::GetCurrentSpectatorCameraComponent(); // 0x10BBEC5C
FortPlayerControllerSpectating* FortPlayerControllerSpectating::GetFollowedPlayer(); // 0x10BBECA8
void FortPlayerControllerSpectating::SetFollowedPlayer(FortPlayerControllerSpectating* NewPlayerToFollow); // 0x7543F2A
void FortPlayerControllerSpectating::SetGrassPushDownRadius(int32 NewGrassPushDownRadius); // 0x7544144
void FortPlayerControllerSpectating::SetNewCameraType(ESpectatorCameraType NewCameraType, bool bReset); // 0x7544390
bool FortPlayerControllerSpectating::SaveSpectatorSettings(FString Filename); // 0x657EE3A
void FortPlayerControllerSpectating::SetBlendType(EFortSpectatorBlendType NewBlendType); // 0x6691632
void FortPlayerControllerSpectating::SetCameraShotsPreset(int32 Number); // 0x7543BD6
void FortPlayerControllerSpectating::SetTimeOfDayPaused(bool bPaused); // 0x7545372
bool FortPlayerControllerSpectating::SetTimeOfDaySpeed(float Speed); // 0x7545592
void FortPlayerControllerSpectating::ShowNotification(FText NotificationText); // 0x75457AE
void FortPlayerControllerSpectating::SetNotificationsEnabled(bool bNewState); // 0x7544772
void FortPlayerControllerSpectating::SetOverridenSunYawAngle(float InYaw); // 0x75449C6
bool FortPlayerControllerSpectating::SetOverrideTimeOfDay(bool bOverride, float time, bool bImmediate, float Speed); // 0x7544BE0
void FortPlayerControllerSpectating::OnSnapZoomSpeedDecreasePressed(); // 0x10BBF254
void FortPlayerControllerSpectating::OnSnapZoomSpeedIncreasePressed(); // 0x10BBF304
void FortPlayerControllerSpectating::OnSnapZoomSpeedReleased(); // 0x10BBF3B4
bool FortPlayerControllerSpectating::LoadSpectatorSettings(FString Filename); // 0x657EE3A
void FortPlayerControllerSpectating::OnNextCameraMode(); // 0x10BBF1A0
void FortPlayerControllerSpectating::OnRep_FollowedPlayerRemoteClientInfo(FortPlayerControllerSpectating* PreviousFollowedPlayerRemoteClientInfo); // 0x754358C
void FortPlayerControllerSpectating::ResetCamera(); // 0x10BBF554
void FortPlayerControllerSpectating::ResetCameraBoundsVolume(); // 0x10BBF56E
void FortPlayerControllerSpectating::ResetOverridenYawAngle(); // 0x10BBF5A6
void FortPlayerControllerSpectating::PlayerBecameRelevant(FortPlayerControllerSpectating* FPS); // 0x75437A6
void FortPlayerControllerSpectating::RackOrDutchOrZoomAdjust(float Val); // 0x75439C0
void FortPlayerControllerSpectating::ResetAllCameras(); // 0x10BBF51C
void FortPlayerControllerSpectating::FollowNextTeamMember(); // 0x10BBE950
void FortPlayerControllerOutpost::ServerMoveItemToStorageVault(FortItemEntry NewlyStoredItem); // 0x76ED702
void FortPlayerControllerOutpost::ServerUpgradeBuilding(FortPlayerControllerOutpost* BuildingToUpgrade); // 0x76E9DE6
void FortPlayerControllerOutpost::ServerUpgradePOST(); // 0x10D396F8
void FortPlayerControllerOutpost::ServerCleanUpOnExit(); // 0x10D396AC
void FortPlayerControllerOutpost::ServerDepositPOSTResource(FGuid ItemGuid, int32 Count); // 0x76ED0AE
void FortPlayerControllerOutpost::ServerMoveItemFromStorageVault(FortItemEntry NewlyCollectedItem); // 0x76ED4CA
void FortPlayerControllerPvE::ClientShowIdleWarning(float TimeUntilKick); // 0x76EEEFC
void FortPlayerControllerPvE::ClientUpdateQuickBarRecordsCache(FQuickBar PrimaryQuickBarRecord, FQuickBar SecondaryQuickBarRecord); // 0x76EF116
void FortPlayerControllerPvE::HandleQuickBarChanged(EFortQuickBars QuickBarType, TArray<int32> Slots); // 0x76EF5AE
void FortPlayerControllerOutpost::UpgradeBuilding(EOutpostBuildings OutpostBuilding); // 0x76ED93A
void FortPlayerControllerOutpost::UpgradeBuildingByDefinition(FortPlayerControllerOutpost* OutpostBuilding); // 0x76EDB54
void FortPlayerControllerPvE::ClientHideIdleWarning(); // 0x10D3DCFE
int32 FortPlayerControllerOutpost::GetBuildingMaxLevel(EOutpostBuildings OutpostBuilding); // 0x76EC008
int32 FortPlayerControllerOutpost::GetBuildingMaxLevelFromDefinition(FortOutpostItemDefinition* OutpostBuilding); // 0x76EC220
void FortPlayerControllerOutpost::GetBuildingUpgradeCost(EOutpostBuildings OutpostBuilding, TArray<FortItemQuantityPair> OutWorldItems, TArray<FortItemQuantityPair> OutAccountItems); // 0x76EC45A
void FortPlayerControllerOutpost::DumpInventory(); // 0x10D39530
int32 FortPlayerControllerOutpost::GetBuildingLevel(EOutpostBuildings OutpostBuilding); // 0x76EBBD4
int32 FortPlayerControllerOutpost::GetBuildingLevelFromDefinition(FortOutpostItemDefinition* OutpostBuilding); // 0x76EBDEC
bool FortPlayerControllerOutpost::IsOutpostOwner(); // 0x10D39592
void FortPlayerControllerOutpost::OnCleanUpOnExit(); // 0x1F94C
void FortPlayerControllerOutpost::OnRep_PostDepositedResources(); // 0x10D395BE
void FortPlayerControllerOutpost::GetBuildingUpgradeCostFromDefinition(FortOutpostItemDefinition* OutpostBuilding, TArray<FortItemQuantityPair> OutWorldItems, TArray<FortItemQuantityPair> OutAccountItems); // 0x76ECAFC
int32 FortPlayerControllerOutpost::GetHighestEnduranceWaveReached(); // 0x10D39546
int32 FortPlayerControllerOutpost::GetOutpostCoreLevel(); // 0x10D3956C
void FortPlayerControllerSpectating::AssignHotKeyByNumber(int32 HotKeyNum); // 0x7541150
void FortPlayerControllerSpectating::AssignHotKeyInFreeSlot(); // 0x10BBE426
void FortPlayerControllerSpectating::BlendCameraPlacement(FTransform InTransform, FTransform InTargetTransform, float BlendDuration, ESpectateBlendEasing InEasing); // 0x7541364
FQuickBar FortPlayerControllerPvE::ServerUpdateQuickBarRecordsCache(FQuickBar SecondaryQuickBarRecord); // 0x76F0124
void FortPlayerControllerSpectating::AdjustNormalizedDistanceToPlayer(float Val); // 0x7540F3A
bool FortPlayerControllerSpectating::AreNotificationsEnabled(); // 0x10BBE40A
void FortPlayerControllerSpectating::FollowLastDamagerOfViewTarget(); // 0x10BBE8D2
void FortPlayerControllerSpectating::FollowNextPlayer(); // 0x10BBE912
void FortPlayerControllerSpectating::FollowNextSquadMember(); // 0x10BBE92C
bool FortPlayerControllerSpectating::CanRespawnAfterDeath(); // 0x10BBE702
FortPlayerControllerSpectating* FortPlayerControllerSpectating::FindPlayerStateByUID(FUniqueNetIdRepl UID); // 0x7541B82
bool FortPlayerControllerSpectating::FollowHoveredPlayer(); // 0x10BBE7BA
void FortPlayerControllerPvE::RedeemSTWAccolades(); // 0x10D3DF28
void FortPlayerControllerPvE::RefreshHarvestingWeapon(); // 0xD80B29E
void FortPlayerControllerPvE::RequestIdleDetectionState(EFortIdleDetectionState NewIdleDetectionState, FString Reason); // 0x76EF968
void FortPlayerControllerPvE::OnEnteredCampaignHUDState(); // 0x1F94C
void FortPlayerControllerPvE::PreparePlayerForDisplay(); // 0x10D3DEE4
void FortPlayerControllerPvE::RecordCampaignMatchEnded(); // 0x10D3DEFE
void FortPlayerControllerPvE::ServerRequestCosmeticRefresh(); // 0x10D3E124
void FortPlayerControllerPvE::ServerRequestReinitProfileAndUpdateHero(); // 0x10D3E170
void FortPlayerControllerPvE::ServerTriggerSetupTeleportCameraEvent(); // 0x10D3E1E8
void FortPlayerControllerPvE::ResetPlayerDeathReportForForcePlayerRestart(); // 0x10D3E0A6
void FortPlayerControllerPvE::ServerAbandonReservation(); // 0x10D3E10A
void FortPlayerControllerPvE::ServerFriendPlayerAdded(FortPlayerStatePvE* FriendPS, bool bIsEpicFriend); // 0x76EFD3C
void FortPlayerControllerSpectating::SpectatorCameraHotKeysNextPreset(); // 0x10BBF6A8
void FortPlayerPawn::AddAbilityAITarget(FortPlayerPawn* InTarget); // 0x7B2A2BE
void FortPlayerPawn::AddAttachment(SkeletalMesh* Attachment, Class* InAnimBP); // 0x7B2A68A
void FortPlayerPawn::AddIgnoredActor(Actor* InActorToIgnore, float InIgnoreDuration); // 0x7B2AD48
void FortPlayerControllerZone::SpectateOnDeath(); // 0x10BC8A0A
void FortPlayerControllerZone::TestVehicleVelocity(FString Command); // 0x6467216
FortPlayerParachute* FortPlayerParachute::GetFortPlayerPawn(); // 0x66CC2A2
void FortPlayerPawn::AnimTrailsDisable(); // 0x1F94C
void FortPlayerPawn::AnimTrailsNotify(bool bActive); // 0x1F94C
ParticleSystem* FortPlayerPawn::AnimTrailsSetup(NiagaraSystem* NiagaraSystemReference, FName FirstSocketName, FName SecondSocketName, float Width, FXSystemComponent* OverrideParticleComp, FName OverideFirstSocketName, FName OverideSecondSocketName); // 0x1F94C
void FortPlayerPawn::AddStasisMode(EFortPawnStasisMode InStasisMode, Actor* BoundStasisInstigator, FGameplayTag InStasisGameplayTag, FGameplayTagContainer AllowedActionTags); // 0x7B2B128
Actor* FortPlayerPawn::AITargetDied(float Damage, Controller* InstigatedBy, FVector HitLocation, PrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum); // 0x7B2B84C
void FortPlayerPawn::AllowPickupInteractionWhileSkydiving(bool bAllow); // 0x7B2C644
void FortPlayerControllerZone::ServerSendLoadoutConfig(int32 LoadoutSeed, TArray<uint8> Loadout); // 0x7554DF6
void FortPlayerControllerZone::ServerSetShouldDisablePlayerTeleportingDuringMissionResults(); // 0x10BC87FA
void FortPlayerControllerZone::ServerSetVehicleHealth(float NewHealth); // 0x75551E8
void FortPlayerControllerZone::ServerRefundMtxPurchase(FString PurchaseID, bool bQuickReturn, int32 CommonCoreClientRevision, int32 AthenaClientRevision); // 0x7554232
void FortPlayerControllerZone::ServerRequestLoadoutRefresh(bool bForceResfresh); // 0x75549BE
void FortPlayerControllerZone::ServerRequestSeatChange(int32 TargetSeatIndex); // 0x7554BDE
void FortPlayerControllerZone::ServerVoiceChatRequestJoinToken(int32 RequestID, FString ChannelType, FString ChannelName); // 0x7555FB0
void FortPlayerControllerZone::SetUseAlwaysDefaultReticleColorForEnemy(bool bAlwaysUseDefault); // 0x755657A
void FortPlayerControllerZone::SetVehicleHealth(float NewHealth); // 0x412E970
void FortPlayerControllerZone::ServerSpectateActor(Actor* NewViewTarget, bool bAllowStateChange); // 0x7555402
void FortPlayerControllerZone::ServerSpectatePlayerState(FortPlayerStateZone* PlayerToSpectate, bool bAllowStateChange); // 0x75557EA
void FortPlayerControllerZone::ServerSubmitGameplayVote(EFortVoteType VoteType, int32 VoteDecision); // 0x7555BD2
FGuid FortPlayerPawn::BP_ApplyMaterialOverrideWithFlags(TSoftObjectPtr<MaterialInterface> Material, FortPawnMaterialOverrideCopiedParameters MaterialParamsToCopy, float Priority, int32 Flags); // 0x7B31232
void FortPlayerPawn::BP_CloseParachuteAndFall(); // 0x10F627DC
void FortPlayerPawn::BP_ForceLockParachuteOpen(bool bLocked); // 0x7B31A4A
void FortPlayerPawn::BlindTestPredictiveInput(); // 0x10F6245E
float FortPlayerPawn::BlueprintModifyIncomingDamage(float Damage, FGameplayTagContainer DamageTags, FGameplayEffectContextHandle EffectContext, FHitResult HitInfo); // 0x7B2FD40
FGuid FortPlayerPawn::BP_ApplyMaterialOverrideLocalWithFlags(TSoftObjectPtr<MaterialInterface> Material, FortPawnMaterialOverrideCopiedParameters MaterialParamsToCopy, float Priority, int32 Flags); // 0x7B30A0C
void FortPlayerPawn::BroadcastClearWeaponOverrideAnimSet(); // 0x10F628BE
void FortPlayerPawn::BroadcastCustomRenderDepthChange(bool bUseCustomDepth); // 0x7B31F02
void FortPlayerPawn::BroadcastSetWeaponOverrideAnimSet(FortPlayerPawn* WeaponOverrideAnimSet); // 0x7B32120
void FortPlayerPawn::BP_ForceOpenParachute(bool bForceIntoGliderRedeploy); // 0x7B31C7A
FortPlayerPawn* FortPlayerPawn::BP_GetVehicle(); // 0x7B31EB4
void FortPlayerPawn::BP_OpenParachute(); // 0x10F62872
FGuid FortPlayerPawn::ApplyMaterialOverrideLocal(TSoftObjectPtr<MaterialInterface> Material, FortPawnMaterialOverrideCopiedParameters MaterialParamsToCopy, float Priority, bool bHideParticleSystems, bool bApplyToWeapon); // 0x7B2D46E
void FortPlayerPawn::ApplyWrapToSaveTheWorldHoverboard(); // 0x10F621E6
bool FortPlayerPawn::AreFXHidden(); // 0x10F622E4
void FortPlayerPawn::ApplyBodyPartColor(FortPlayerPawn* AffectedPawn); // 0x7B2C86C
void FortPlayerPawn::ApplyCosmeticLoadout(); // 0x10F621CC
FGuid FortPlayerPawn::ApplyMaterialOverride(TSoftObjectPtr<MaterialInterface> Material, FortPawnMaterialOverrideCopiedParameters MaterialParamsToCopy, float Priority, bool bHideParticleSystems, bool bApplyToWeapon); // 0x7B2CA82
void FortPlayerPawn::BeginHovering(); // 0x10F623EC
void FortPlayerPawn::BeginSkydiving(bool bFromBus); // 0x7B2E46A
SceneComponent* FortPlayerPawn::BeginZiplining(FortAthenaZipline* Zipline, PrimitiveComponent* InteractComponent, EZiplineMovementDirection Direction); // 0x7B2E788
bool FortPlayerPawn::AreFXHiddenForPartComponent(SkinnedMeshComponent* PartMeshComponent); // 0x7B2DE66
void FortPlayerPawn::AttemptInstantInteractSearch(); // 0x10F62322
void FortPlayerPawn::AuthUpdateLockedFloatSliderVariant(AthenaCosmeticItemDefinition* ItemVariantIsUsedFor, FGameplayTag ChannelTag); // 0x7B2E086
void FortPlayerControllerZone::ServerPlaySquadQuickChatMessage(FAthenaQuickChatActiveEntry ChatEntry, FUniqueNetIdRepl SenderID); // 0x7553C54
void FortPlayerControllerZone::ClientOnPawnDied(FortPlayerDeathReport DeathReport); // 0x7550DD4
void FortPlayerControllerZone::ClientOnPawnRevived(FortPlayerControllerZone* EventInstigator); // 0x75510C0
void FortPlayerControllerZone::ClientOnPawnSpawned(); // 0x10BC7EFA
void FortPlayerControllerZone::ClientClearDeathNotification(); // 0x10BC7D84
void FortPlayerControllerZone::ClientDebugReceiveTagDiscrepancyResponse(TArray<uint8> CompressedTags, bool bAllDataSent); // 0x75505B0
void FortPlayerControllerZone::ClientItemStateSync(TArray<uint8> ItemID, TArray<uint8> StateSyncData); // 0x75509D2
void FortPlayerControllerZone::ClientVoiceChatSendJoinToken(int32 RequestID, bool bSuccess, FString Error, FString Token, FVoiceChatChannelInfo Channel); // 0x7551B62
void FortPlayerControllerZone::DisableRangedWeaponScopeFX(); // 0x10BC7FA2
void FortPlayerControllerZone::DumpPhysicsVehicleBuffer(FString Command); // 0x6467216
void FortPlayerControllerZone::ClientOnZoneEndScoreReports(TArray<FortPlayerScoreReport> ScoreReports); // 0x75512DA
void FortPlayerControllerZone::ClientReceiveSquadQuickChatMessage(FAthenaQuickChatActiveEntry ChatEntry, FortPlayerControllerZone* SenderPC); // 0x7551516
void FortPlayerControllerZone::ClientSubmitLogs(FGuid ParentReportId); // 0x7551948
void FortPlayerControllerSpectating::SwapBackHotkey(int32 HotKeyNum); // 0x7545FE6
void FortPlayerControllerSpectating::ToggleReticleVisibility(bool IsVisible); // 0x75461F8
void FortPlayerControllerSpectating::ToggleSpectatorHUD(); // 0x10BBF922
void FortPlayerControllerSpectating::SpectatorCameraHotKeysPrevPreset(); // 0x10BBF768
void FortPlayerControllerSpectating::SpectatorClearSavedCameraShots(); // 0x10BBF828
void FortPlayerControllerSpectating::SpectatorSpecialAction(); // 0x10BBF83E
bool FortPlayerControllerZone::AreResurrectionAndRespawnTimeRemainingValid(); // 0x10BC7B88
FortPlayerDeathReport FortPlayerControllerZone::BP_GetPlayerDeathReport(); // 0x10BC7C38
void FortPlayerControllerZone::ClientAckLoadoutConfig(int32 LoadoutSeed); // 0x7550398
void FortPlayerControllerSpectating::UpdateReplayEvents(EPlayEventType Type); // 0x7546420
void FortPlayerControllerSpectating::UpdateSnapZoomLengthStartOrEnd(bool IsStart); // 0x7546638
void FortPlayerControllerZone::AllowLoadoutRefresh(); // 0xD80B29E
void FortPlayerControllerZone::ServerAllowLoadoutRefresh(); // 0x10BC8270
void FortPlayerControllerZone::ServerAttemptExitVehicle(); // 0x10BC82B6
void FortPlayerControllerZone::ServerBeginGameplayVote(EFortVoteType VoteType, FortVoteConfig VoteConfig); // 0x7553232
void FortPlayerControllerZone::ResurrectPlayer(); // 0x10BC8240
void FortPlayerControllerZone::RewindVehicle(FString Command); // 0x6467216
void FortPlayerControllerZone::ServerActivateMission(); // 0x10BC8256
void FortPlayerControllerZone::ServerDetachFromRemoteControlledPawn(); // 0x10BC83F8
void FortPlayerControllerZone::ServerEndGameplayVote(EFortVoteType VoteType); // 0x755363C
void FortPlayerControllerZone::ServerItemStateSync(TArray<uint8> ItemID, TArray<uint8> StateSyncData); // 0x7553852
void FortPlayerControllerZone::ServerDebugSendDiscrepancyRequestData(); // 0x10BC8346
void FortPlayerControllerZone::ServerDebugSendTagDiscrepancyRequest(); // 0x10BC8392
void FortPlayerControllerZone::ServerDestroyFromRemoteControlledPawn(); // 0x10BC83DE
bool FortPlayerControllerZone::IsShowingSeasonLevel(); // 0x10BC804C
bool FortPlayerControllerZone::IsUsingAnonymousCharacterMode(); // 0x10BC80A4
bool FortPlayerControllerZone::IsUsingAnonymousMode(); // 0x10BC80FC
void FortPlayerControllerZone::ForceReticleColorChangeForEnemyEnabled(); // 0x10BC8000
int32 FortPlayerControllerZone::GetVehicleSeatTransitionTargetIndex(); // 0x10BC8018
bool FortPlayerControllerZone::IsClientNotifiedOfPawnDied(); // 0x10BC8032
void FortPlayerControllerZone::PushDeathInputComponent(); // 0x10BC81F4
void FortPlayerControllerZone::ResetExecuteJetpackToggle(); // 0x10BC820E
void FortPlayerControllerZone::RespawnPlayer(); // 0x10BC8226
void FortPlayerControllerZone::KillAllVehicles(FString Command); // 0x6467216
void FortPlayerControllerZone::OnRep_VoiceChatChannel(); // 0x10BC81AA
void FortPlayerControllerZone::PopDeathInputComponent(); // 0x10BC81C0
void FortPlayerControllerDeployableBase::MoveItemToDeployableBase(FGuid ItemOnPlayer, int32 Count); // 0x76E97E4
void FortPlayerControllerDeployableBase::ServerMoveAllItemsFromDeployableBase(FortPlayerControllerDeployableBase* ExpectedPlot); // 0x76E9BCC
void FortPlayerControllerDeployableBase::ServerMoveAllItemsToDeployableBase(FortPlayerControllerDeployableBase* ExpectedPlot); // 0x76E9DE6
void FortPlayerControllerDeployableBase::MoveAllItemsFromDeployableBase(); // 0x10D38C0C
void FortPlayerControllerDeployableBase::MoveAllItemsToDeployableBase(); // 0x10D38CAE
void FortPlayerControllerDeployableBase::MoveItemFromDeployableBase(FGuid ItemOnPlot, int32 Count); // 0x76E93FC
void FortPlayerControllerFrontEnd::EmotePickerNextWheel(); // 0x10DADC5E
void FortPlayerControllerFrontEnd::EmotePickerPrevWheel(); // 0x10DADC78
void FortPlayerControllerFrontEnd::EmotePickerSelect(); // 0x10DADC92
void FortPlayerControllerDeployableBase::ServerMoveItemFromDeployableBase(FGuid ItemOnPlot, int32 Count, FortPlayerControllerDeployableBase* ExpectedPlot); // 0x76EA000
void FortPlayerControllerDeployableBase::ServerMoveItemToDeployableBase(FGuid ItemOnPlayer, int32 Count, FortPlayerControllerDeployableBase* ExpectedPlot); // 0x76EA5AE
void FortPlayerControllerFrontEnd::CloseEmotePicker(); // 0x10DADBDA
void FortPlayerControllerAthena::UpdateCreativePlotData(FortVolume* VolumeToPublish, FCreativeIslandInfo MyInfo); // 0x7949626
void FortPlayerControllerAthena::UpdateCreativePlotName(FString IslandId, FString locale, FString Title); // 0x7949B86
void FortPlayerControllerAthena::UpdateDuel(EDuelState DuelState, FDuelOverlayData DuelOverlayData); // 0x794A2F8
void FortPlayerControllerAthena::TeleportToPlaygroundLobbyIsland(); // 0x10ED174A
void FortPlayerControllerAthena::TellServer_ClientReceivedPlaysetDataForVolume(FortPlaysetStreamingData PlaysetData, FortPlayerControllerAthena* Volume); // 0x7948BDA
void FortPlayerControllerAthena::UpdateCreativeIslandDescriptionTags(FString IslandId, FString locale, TArray<FString> DescriptionTags); // 0x7949010
void FortPlayerControllerDeployableBase::ClientOnHordeTierComplete(EFortCompletionResult Result); // 0x76E8BAE
void FortPlayerControllerDeployableBase::ClientOnHordeTierInitialized(TArray<FItemAndCount> Items); // 0x76E8DC4
void FortPlayerControllerDeployableBase::ClientOnHordeWaveComplete(int32 Wave, TArray<FItemAndCount> Rewards); // 0x76E9000
void FortPlayerControllerAthena::UpdateRichPresenceTimer(); // 0x10ED1E54
void FortPlayerControllerAthena::UpdateUGCRestrictedForVolume(FortVolume* Volume, bool bRestricted); // 0x794A742
void FortPlayerControllerAthena::WriteCreateBuildingAnalytics(); // 0x10ED1EE4
void FortPlayerControllerGameplay::ClientCreativeSetUIMetricsDisplayIndex(int32 Index); // 0x7535728
void FortPlayerControllerGameplay::ClientCreativeStartFly(bool bForce, bool bUpdateFlyingSpeed); // 0x7535940
void FortPlayerControllerGameplay::ClientCreativeStartGhost(); // 0x10BB3392
void FortPlayerControllerGameplay::CheckGhostModeItemReplicated(); // 0x10BB328E
void FortPlayerControllerGameplay::ClientApplyItemAbilitySet(FortAbilitySet* AbilitySet, FGuid Guid); // 0x753533C
void FortPlayerControllerGameplay::ClientCreativePhoneCreated(); // 0x10BB3378
void FortPlayerControllerGameplay::ClientOverrideHUDElementVisibility(FHUDElementVisibilityRepData VisibilityData); // 0x753616E
void FortPlayerControllerGameplay::ClientRemoveHUDElementVisibility(FHUDElementVisibilityRepData VisibilityData); // 0x7536412
void FortPlayerControllerGameplay::ClientRemoveItemAbilitySet(FortAbilitySet* AbilitySet, FGuid Guid); // 0x75366B6
void FortPlayerControllerGameplay::ClientCreativeStopFly(bool bSetMovementFalling); // 0x7535D2E
void FortPlayerControllerGameplay::ClientCreativeStopGhost(); // 0x10BB3412
void FortPlayerControllerGameplay::ClientCreativeToggleFly(bool bEnableOnly); // 0x7535F4E
void FortPlayerControllerFrontEnd::OpenEmotePicker(); // 0x10DADDC2
void FortPlayerControllerFrontEnd::RunFacialAnimationTest(FString WaveFileName, int32 SampleRate); // 0x6466DCC
void FortPlayerControllerFrontEnd::StartWriteToAudioFile(); // 0xD80B29E
bool FortPlayerControllerFrontEnd::HasPendingPhoenixLevelUpNotifications(); // 0x10DADCAC
bool FortPlayerControllerFrontEnd::IsInVoiceChat(); // 0x10DADCD4
bool FortPlayerControllerFrontEnd::IsVoiceChatPlayerMuted(FUniqueNetIdRepl UniqueNetId); // 0x77AA386
bool FortPlayerControllerGameplay::CanFollowAPlayer(bool bOnlyCheckTeammates); // 0x7534F00
bool FortPlayerControllerGameplay::CanPlayerCreateInCurrentExperience(); // 0x10BB2EF6
void FortPlayerControllerGameplay::CheckGhostModeItemRemoved(FortPlayerControllerGameplay* GhostModeItemDef); // 0x7535128
void FortPlayerControllerFrontEnd::StopFacialAnimationTest(); // 0xD80B29E
void FortPlayerControllerFrontEnd::StopWriteToAudioFile(); // 0xD80B29E
void FortPlayerControllerGameplay::ActivateCreativePreviewScreenshot(bool bActivate); // 0x7534CEA
void FortPlayerControllerAthena::StopRecordingHighlights(); // 0x10ED1562
void FortPlayerControllerAthena::ServerStartUnloadingVolume(FortPlayerControllerAthena* VolumeToUnload); // 0x7941D00
void FortPlayerControllerAthena::ServerStopSavingCreativePlot(); // 0x10ED0E6A
void FortPlayerControllerAthena::ServerStopWaitLTMLoading(); // 0x10ED0E84
void FortPlayerControllerAthena::ServerStartInteractWithPartyRiftPortal(FortAthenaPartyRiftPortal* Portal, FString Reason); // 0x79416C6
void FortPlayerControllerAthena::ServerStartLoadingVolume(FortPlayerControllerAthena* VolumeToLoad); // 0x7941ABA
void FortPlayerControllerAthena::ServerStartMinigame(); // 0x10ED0DB6
void FortPlayerControllerAthena::ServerTeleportToPlaygroundLobbyIsland(); // 0x10ED0F54
void FortPlayerControllerAthena::ServerTeleportViaCreativePortal(int32 PortalIndex); // 0x7942172
void FortPlayerControllerAthena::ServerThankBusDriver(); // 0x10ED0F6E
void FortPlayerControllerAthena::ServerSubmitConversationalAIBugReport(FString Description); // 0x7941F46
void FortPlayerControllerAthena::ServerTeleportToMapMarker(); // 0x10ED0F20
void FortPlayerControllerAthena::ServerTeleportToPlaygroundIslandDock(); // 0x10ED0F3A
void FortPlayerControllerAthena::ServerSetPlayset(FortPlayerControllerAthena* NewPlayset); // 0x7940200
void FortPlayerControllerAthena::ServerSetReceiveEmailSignups(bool bSignUp); // 0x794041A
void FortPlayerControllerAthena::ServerSetRespawnData(FVector RespawnLoc, FRotator RespawnRot, float RespawnCameraDist); // 0x794063A
void FortPlayerControllerAthena::ServerSetModeratorTeam(uint8 InTeam); // 0x793F7A8
void FortPlayerControllerAthena::ServerSetMultiProductCosmeticLoadout(FCosmeticLoadout Loadout, TArray<FCosmeticLoadoutActiveArchetype> Archetypes, uint32 ShuffleValue); // 0x793F9E8
void FortPlayerControllerAthena::ServerSetOnCreativePortalLoadedDelegate(int32 PortalIndex); // 0x793FFE8
void FortPlayerControllerAthena::ServerSpawnCreativeSupplyDrop(Class* InSupplyDropClass); // 0x794104E
void FortPlayerControllerAthena::ServerSpawnPickup(FortItemEntry CreativeItem); // 0x7941274
void FortPlayerControllerAthena::ServerStartInteractWithIslandPortal(FortPlayerControllerAthena* Portal); // 0x79414AC
void FortPlayerControllerAthena::ServerSetStreamingTestStreamingLevels(bool streaming); // 0x7940BEE
void FortPlayerControllerAthena::ServerSetTeam(uint8 InTeam); // 0x7940E0E
void FortPlayerControllerAthena::ServerShowSeasonLevel(); // 0x10ED0B5C
void FortPlayerControllerAthena::SetIgnoreSpectatorViewRotation(bool bNewValue); // 0x79455DC
void FortPlayerControllerAthena::SetOverrideDesiredRotation(FRotator NewDesiredRotation); // 0x79457F0
void FortPlayerControllerAthena::SetStreamingSourceOverride(FStreamingSourceLocationRotationOverride LocationRotationOverride, FHandleStreamingSourceTeleportParams Params); // 0x7945A20
void FortPlayerControllerAthena::SetFocalPoint(Actor* InFocalPoint, FVector InFocalPointOffset, float InFocalPointFOV, float InInterpSpeed); // 0x7943F5A
void FortPlayerControllerAthena::SetFocalPointWithDuration(Actor* InFocalPoint, FVector InFocalPointOffset, float InFocalPointFOV, float InDuration, float InInterpSpeed); // 0x7944A64
void FortPlayerControllerAthena::SetHasInfiniteAmmo(bool bHasInifiniteAmmo); // 0x79453BC
void FortPlayerControllerAthena::ShowHighlightSummary(); // 0x10ED1478
void FortPlayerControllerAthena::StartMatchmakingByLinkCode(FOnlineLinkId LinkCode, bool bIsPrivateMatch); // 0x7947842
void FortPlayerControllerAthena::StartRespawnLoading(); // 0x10ED154C
void FortPlayerControllerAthena::SetupClientRespawnTimerAndLocation(FVector RespawnLoc, FRotator RespawnRot, FVector OldPlayerLocation, bool bCalculateRespawnData, bool bAllowCreativeOverride); // 0x7945E2E
void FortPlayerControllerAthena::SetupScopedViewInputToggle(); // 0x10ED1462
void FortPlayerControllerAthena::SetUseOverrideDesiredRotation(bool bNewUseDesiredRotation, float NewDuration); // 0x7947220
void FortPlayerControllerAthena::ServerTryFindPlotItemForDefinition(FortPlayerControllerAthena* PlotDefinition); // 0x79425A4
void FortPlayerControllerAthena::ServerUnloadDownloadedContentByLinkId(FOnlineLinkId LinkId); // 0x79427BE
void FortPlayerControllerAthena::ServerUpdateCreativePlotData(FortVolume* VolumeToPublish, FCreativeIslandInfo MyInfo); // 0x79429F2
void FortPlayerControllerAthena::ServerThankBusDriverCheck(); // 0x10ED0F88
void FortPlayerControllerAthena::ServerTickForDoneTeleporting(FortPlayerControllerAthena* Portal); // 0x794238A
void FortPlayerControllerAthena::ServerToggleAutoRestartMinigame(); // 0x10ED0FA2
void FortPlayerControllerAthena::ServerUpdatePrimaryQuickBarSlots(FQuickBarEquippedItemGuids SlotItemGuids); // 0x794393A
void FortPlayerControllerAthena::ServerUpdateSkydiveLocation(FString LocationStr, FVector Location); // 0x7943B70
void FortPlayerControllerAthena::ServerUpdateUserCameraPreview(); // 0x10ED12DE
void FortPlayerControllerAthena::ServerUpdateCreativePlotName(FString IslandId, FString locale, FString Title); // 0x7943112
void FortPlayerControllerAthena::ServerUpdateHeatmapBoundsForCurrentVolume(); // 0x10ED117E
void FortPlayerControllerAthena::ServerUpdateLevelStreamingHandshakeData(bool bClientLevelStreamingState); // 0x794371A
void FortPlayerControllerGameplay::ClientToggleCreativePhoneWeapon(); // 0x10BB3610
void FortPlayerControllerGameplay::ServerCreativeStartFlyUp(); // 0x10BB5A48
void FortPlayerControllerGameplay::ServerCreativeStartInvulnerable(); // 0x10BB5A62
void FortPlayerControllerGameplay::ServerCreativeStopFly(); // 0x10BB5A7C
void FortPlayerControllerGameplay::ServerCreativeSetFlightSprint(bool bSprint); // 0x753B4BA
void FortPlayerControllerGameplay::ServerCreativeSetGhost(bool bWantsToGhost); // 0x753B6DA
void FortPlayerControllerGameplay::ServerCreativeStartFlyDown(); // 0x10BB5A2E
void FortPlayerControllerGameplay::ServerCreativeStopInvulnerable(); // 0x10BB5BAC
void FortPlayerControllerGameplay::ServerCreativeToggleFly(bool bEnableOnly); // 0x753B924
void FortPlayerControllerGameplay::ServerDespawnModeratorBots(uint8 AmountOfBots); // 0x753BB44
void FortPlayerControllerGameplay::ServerCreativeStopFlyDown(); // 0x10BB5AC8
void FortPlayerControllerGameplay::ServerCreativeStopFlyUp(); // 0x10BB5B14
void FortPlayerControllerGameplay::ServerCreativeStopGhost(); // 0x10BB5B60
void FortPlayerControllerGameplay::OnWantedUIMetricsDisplayChanged(FortCreativeOption* CreativeOption, uint8 IndexValue); // 0x75399BA
void FortPlayerControllerGameplay::OnWantsToBeInvulnerableChanged(FortCreativeOption* CreativeOption, uint8 IndexValue); // 0x7539D8C
void FortPlayerControllerGameplay::OnWantsToGhostModeChanged(FortCreativeOption* CreativeOption, uint8 IndexValue); // 0x753A15E
void FortPlayerControllerGameplay::OnVerifyAllowModeratorMode(); // 0xD80B29E
void FortPlayerControllerGameplay::OnWantedFlightSpeedChanged(FortCreativeOption* CreativeOption, uint8 IndexValue); // 0x7539216
void FortPlayerControllerGameplay::OnWantedToSwapPhoneAndHarvestHoldChanged(FortCreativeOption* CreativeOption, uint8 IndexValue); // 0x75395E8
void FortPlayerControllerGameplay::Server_CreativeModeratorModeSetActive(bool bActive); // 0x753A744
void FortPlayerControllerGameplay::ServerAwardVehicleTrickPoints(int32 InPoints, int32 InAirTimeX1000, int32 NumberOfTricks, float AirDistance, float AirHeight); // 0x753A964
void FortPlayerControllerGameplay::ServerCreativeSetFlightSpeedIndex(int32 Index); // 0x753B2A2
void FortPlayerControllerGameplay::PopCreativeReadyCheckInputMode(); // 0x10BB57A0
void FortPlayerControllerGameplay::PushCreativeReadyCheckInputMode(); // 0x10BB581C
void FortPlayerControllerGameplay::ResetTrick(FortPlayerControllerGameplay* VehicleActor); // 0x753A530
void FortPlayerControllerGameplay::SpawnModeratorBots(uint8 AmountOfBots); // 0x753DC1A
void FortPlayerControllerGameplay::SpawnUEFNTestPlayer(uint8 AmountOfTestPlayers, int32 OverridenTestPlayerBehaviorId); // 0x753DE28
TScriptInterface<FortPlayerControllerGameplay> FortPlayerControllerGameplay::SpawnVehicleAndEnter(Class* VehicleClass, bool bHidePawn, bool bSetPawnAsVehicleOwner, EVehicleSeats SeatToEnter, bool bIgnoreDBNOCheck, bool bCheckForNonBlockingSpawnPosition, bool bForceToWaterSurfaceOnSpawn); // 0x753E224
void FortPlayerControllerGameplay::SetUEFNTestPlayerCount(uint8 AmountOfTestPlayers); // 0x753D9E2
void FortPlayerControllerGameplay::ShowCreativeGlobalOptions(); // 0x10BB5EF0
void FortPlayerControllerGameplay::SpawnModeratorBot(); // 0x10BB5F2C
bool FortPlayerControllerOutpost::CanUpgradeBuildingFromDefinition(FortOutpostItemDefinition* OutpostBuilding, bool bLog); // 0x76EB1AA
void FortPlayerControllerOutpost::ClientOnBuildingLevelChanged(FortOutpostItemDefinition* UpgradedBuilding, int32 InLevelBeforeUpgrade); // 0x76EB596
void FortPlayerControllerOutpost::ClientOnOutpostRefundOccurred(); // 0x10D39516
void FortPlayerControllerGameplay::StartGhostMode(FortPlayerControllerGameplay* ItemProvidingGhostMode); // 0x753F0EC
bool FortPlayerControllerGameplay::Validation_IsFlyingPossible(); // 0x10BB61F8
bool FortPlayerControllerOutpost::CanUpgradeBuilding(EOutpostBuildings OutpostBuilding, bool bLog); // 0x76EACD2
void FortPlayerControllerGameplay::ServerRPCSetDisplayNPCNumbers(bool bEnable); // 0x753C1B4
void FortPlayerControllerGameplay::ServerSetUEFNTestPlayerCount(uint8 AmountOfTestPlayers); // 0x753C3D4
void FortPlayerControllerGameplay::ServerSpawnModeratorBot(uint8 AmountOfBots); // 0x753C5EA
void FortPlayerControllerGameplay::ServerDespawnUEFNTestPlayer(uint8 AmountOfTestPlayers); // 0x753BD5A
void FortPlayerControllerGameplay::ServerModeratorApplyTimeDilation(int32 NewTimeDilation); // 0x753BF70
void FortPlayerControllerGameplay::ServerModeratorSetAllTimersComplete(); // 0x10BB5BF2
void FortPlayerControllerGameplay::SetCreativeModeratorModeActivateState(bool bIsActive); // 0x753D3A0
void FortPlayerControllerGameplay::SetCreativeModeratorModeActive(bool bActive); // 0x753D5B6
void FortPlayerControllerGameplay::SetCreativePhotoModeActivateState(bool bIsActive); // 0x753D7CC
void FortPlayerControllerGameplay::ServerSpawnUEFNTestPlayer(uint8 AmountOfTestPlayers, int32 OverridenTestPlayerBehaviorId); // 0x753C800
void FortPlayerControllerGameplay::ServerVehicleModSeatRpc(FGameplayTag RequestType, FortVehicleModComponent* ModInstance, int32 SeatIndex); // 0x753CBDE
void FortPlayerControllerGameplay::SetCanStreamBuildingFoundationsIn(bool bCanStream); // 0x753D18A
void FortPlayerControllerGameplay::OnVerifyAllowedToFly(); // 0xD80B29E
FString FortPlayerControllerGameplay::GetSpectatingPlayerName(); // 0x10BB3E34
FVehicleTrickInfo FortPlayerControllerGameplay::GetVehicleTrickInfo(); // 0x10BB3ECA
void FortPlayerControllerGameplay::HandleAutoRunEnabled(bool bEnabled); // 0x7537C9C
int32 FortPlayerControllerGameplay::GetFlyingModifierIndex(); // 0x10BB3DBE
FortPlayerControllerGameplay* FortPlayerControllerGameplay::GetMinigame(); // 0x10BB3E0A
FString FortPlayerControllerGameplay::GetSettingsFilteredPlayerName(FortPlayerState* OtherPlayerState); // 0x7537A26
bool FortPlayerControllerGameplay::IsAllowedToFly(); // 0x10BB42F0
bool FortPlayerControllerGameplay::IsCreativeIslandExporterEnabled(); // 0x10BB4B58
bool FortPlayerControllerGameplay::IsCreativeModeEnabled(); // 0x75380F6
void FortPlayerControllerGameplay::HandlePoiTagContainerTableFinishedReplicating(FortPlayerControllerGameplay* POIManager); // 0x7537EB6
bool FortPlayerControllerGameplay::HasCreativeFlyingInputComponent(); // 0x10BB3F24
void FortPlayerControllerGameplay::InitializeAmbientAudioController(); // 0x10BB3F4E
void FortPlayerControllerGameplay::DespawnModeratorBots(uint8 AmountOfBots); // 0x7537096
void FortPlayerControllerGameplay::DespawnUEFNTestPlayer(uint8 AmountOfTestPlayers); // 0x75372A4
void FortPlayerControllerGameplay::DisableTrickCredit(float duration); // 0x75374DC
void FortPlayerControllerGameplay::CreativeStopFly(bool bSetMovementFalling, bool bBroadcastToClient); // 0x7536AA2
void FortPlayerControllerGameplay::CreativeToggleFly(bool bEnableOnly); // 0x7536E80
void FortPlayerControllerGameplay::DespawnModeratorBot(); // 0x10BB3A02
bool FortPlayerControllerGameplay::FollowPlayer(EPlayerControllerFollow Follow); // 0x7537804
FortPlayerControllerGameplay* FortPlayerControllerGameplay::GetAmbientAudioController(); // 0x10BB3CAE
TSoftObjectPtr<FortPlayerControllerGameplay> FortPlayerControllerGameplay::GetCreativeOptionsBundleOverride(); // 0x1F94C
void FortPlayerControllerGameplay::DisplayNPCNumbers(bool bDisplay); // 0x412E970
void FortPlayerControllerGameplay::EndGhostMode(); // 0x10BB3B48
void FortPlayerControllerGameplay::ExitSpawnedVehicle(); // 0x10BB3C26
void FortPlayerControllerGameplay::OnRep_FlyingModifierIndex(); // 0x10BB5016
void FortPlayerControllerGameplay::OnRep_GhostModeRepData(); // 0x10BB50D4
void FortPlayerControllerGameplay::OnRep_IsCreativeModeEnabled(); // 0x10BB5214
void FortPlayerControllerGameplay::OnEnterAircraft(FortPlayerControllerGameplay* EnteringController); // 0x7538146
void FortPlayerControllerGameplay::OnExitAircraft(FortPlayerControllerGameplay* ExitingController); // 0x7538360
void FortPlayerControllerGameplay::OnRep_CreativeQuickbarComponent(); // 0x10BB4FB0
void FortPlayerControllerGameplay::OnRep_PoiTagContainerTableID(int16 PreviousPoiTagContainerTableID); // 0x7539004
void FortPlayerControllerGameplay::OnRep_UIMetricsDisplayIndex(); // 0x10BB548A
void FortPlayerControllerGameplay::OnVerifyAllowedToBeInvulnerable(); // 0xD80B29E
void FortPlayerControllerGameplay::OnRep_IsCreativeModeratorModeActive(); // 0x10BB522A
void FortPlayerControllerGameplay::OnRep_IsCreativeQuickbarEnabled(bool bPrevIsEnabled); // 0x7538DF4
void FortPlayerControllerGameplay::OnRep_IsFlightSprinting(); // 0x10BB5240
bool FortPlayerControllerGameplay::IsCreativePhoneAndHarvestHoldSwapped(); // 0x10BB4E14
bool FortPlayerControllerGameplay::IsCreativePhotoModeAvailable(); // 0x10BB4E30
bool FortPlayerControllerGameplay::IsCreativePreviewScreenshotAvailable(); // 0x10BB4E64
bool FortPlayerControllerGameplay::IsCreativeModeratorModeActive(); // 0x10BB4BC6
bool FortPlayerControllerGameplay::IsCreativeModeratorModeAllowed(); // 0x10BB4C78
bool FortPlayerControllerGameplay::IsCreativeModeratorModeEnabled(); // 0x10BB4D5E
bool FortPlayerControllerGameplay::IsCreativeThermometerNewUIEnabled(); // 0x10BB4F42
bool FortPlayerControllerGameplay::IsInGhostMode(); // 0x10BB4F62
bool FortPlayerControllerGameplay::IsUsingHideOtherPlayerNames(); // 0x10BB4F7C
bool FortPlayerControllerGameplay::IsCreativeQuickbarActive(); // 0x7538112
bool FortPlayerControllerGameplay::IsCreativeQuickbarEnabled(); // 0x10BB4EEC
bool FortPlayerControllerGameplay::IsCreativeQuickmenuEnabled(); // 0x10BB4F16
void FortPlayerPawn::CacheMovementOverrideStats(); // 0x10F628D8
void FortPlayerPawn::OverrideAutoPickupOffset(FVector InLocalOffset); // 0x7B4338A
void FortPlayerPawn::OverrideAutoPickupRadius(float PickupRadius); // 0x7B435AC
void FortPlayerPawn::OverrideScalarMaterialParameterLocal(FName ParamName, float Value); // 0x7B437CC
FortWeapon* FortPlayerPawn::OnWeaponEquippedNative(FortPlayerPawn* OldWeapon); // 0x7B427DC
FortWeaponModItemDefinition* FortPlayerPawn::OnWeaponModAdded(FortPlayerPawn* Weapon); // 0x7B42BC0
void FortPlayerPawn::OnWeaponModRemoved(FortWeaponModItemDefinition* Mod, FortPlayerPawn* Weapon); // 0x7B42FB4
void FortPlayerPawn::PlayGroupEmote(FortPlayerPawn* EmoteAsset); // 0x449C0FC
void FortPlayerPawn::PopAnimBPOverride(int32 Priority, Class* InAnimBPOverride); // 0x749F13E
void FortPlayerPawn::PopAnimLayersOverride(int32 Priority, TArray<Class*> InAnimLayersOverride); // 0x7B43BA0
void FortPlayerPawn::PassengerToDriverAnimationStopped(); // 0x10F6667A
void FortPlayerPawn::PassengerToPassengerAnimationStopped(); // 0x10F666A2
void FortPlayerPawn::PerformSupplementalKillVolumeSweep(); // 0x10F666CA
void FortPlayerPawn::OnRep_ZiplineState(FZiplinePawnState PreviousValue); // 0x7B42572
void FortPlayerPawn::OnSignificanceLODChanged(int32 NewLOD); // 0x1F94C
void FortPlayerPawn::OnStartLongInteract(Actor* ReceivingActor, bool Out_bConsumeEvent, bool Out_bSkipSetInteractDuration, bool Out_bSkipStartAnimation, EItemInteractionType Out_ItemInteractionType); // 0x1F94C
void FortPlayerPawn::OnRep_UpdateContextTracker(); // 0x10F6619C
void FortPlayerPawn::OnRep_VehicleInputStateReliableForReplay(); // 0x10F661F2
void FortPlayerPawn::OnRep_WaitingForEmoteInteraction(); // 0x146458E
void FortPlayerPawn::OnTetheredExitReleased(); // 0x1F94C
void FortPlayerPawn::OnTetherEnded(FortPlayerPawn* LastTetherPawn); // 0x1F94C
void FortPlayerPawn::OnTetherStarted(FortPlayerPawn* LastTetherPawn); // 0x1F94C
void FortPlayerPawn::OnTacticalSprintEnded(); // 0x10F663E0
void FortPlayerPawn::OnTacticalSprintStarted(); // 0x10F66430
void FortPlayerPawn::OnTetheredExitPressed(); // 0x1F94C
void FortPlayerPawn::RemoveAllDefaultStasisApplications(); // 0xD80B29E
void FortPlayerPawn::RemoveAttachment(); // 0x10F667E4
void FortPlayerPawn::RemoveExpiredIgnoredActorsAndCheckForNextTimer(); // 0x10F667FA
void FortPlayerPawn::RefreshWeaponBoneSetHiding(); // 0x10F666E4
void FortPlayerPawn::RemoveAbilityAITarget(FortPlayerPawn* InTarget); // 0x7B44D34
void FortPlayerPawn::RemoveAllCosmeticSwaps(); // 0x10F667CE
void FortPlayerPawn::RemoveStasisMode(FGameplayTag InStasisGameplayTag, bool bRemoveAllOfThisTag); // 0x46B24D2
void FortPlayerPawn::RequestForceAnimTickDuration(float SecondsToTickFor); // 0x7B45820
void FortPlayerPawn::ResetClothAndDynamics(); // 0x10F66932
void FortPlayerPawn::RemoveIgnoredActor(FortPlayerPawn* ActorToNotIgnore); // 0x7B45140
bool FortPlayerPawn::RemoveMaterialOverride(FGuid MaterialOverrideId); // 0x7B45354
bool FortPlayerPawn::RemoveMaterialOverrideLocal(FGuid MaterialOverrideId); // 0x7B4557E
void FortPlayerPawn::PostResIn(); // 0x207D642
void FortPlayerPawn::PushAnimBPOverride(int32 Priority, Class* InAnimBPOverride); // 0x749F13E
void FortPlayerPawn::PushAnimLayersOverride(int32 Priority, TArray<Class*> InAnimLayersOverride); // 0x7B43BA0
void FortPlayerPawn::PopFootstepBankOverride(int32 Priority, FortPlayerPawn* InFootstepBankOverride); // 0x749F13E
void FortPlayerPawn::PopGliderOverride(FortPlayerPawn* InGliderToRemove); // 0x449C0FC
void FortPlayerPawn::PopWeaponAnimSetOverride(int32 Priority, FortPlayerPawn* InWeaponAnimSetOverride); // 0x749F13E
bool FortPlayerPawn::ReapplyMorphMaterialParameters(EFortCustomPartType IncomingPartType, EFortCustomPartType TargetPartType); // 0x7B43F4C
void FortPlayerPawn::RefreshBoneSetHiding(FGameplayTagContainer BoneSetsToHide, bool bHide); // 0x7B44336
void FortPlayerPawn::RefreshBoneTransformsForBoneSet(FGameplayTagContainer BoneSets); // 0x7B4475E
void FortPlayerPawn::PushFootstepBankOverride(int32 Priority, FortPlayerPawn* InFootstepBankOverride); // 0x749F13E
void FortPlayerPawn::PushGliderOverride(AthenaGliderItemDefinition* InGliderOverride, bool bPopOverrideOnLand); // 0x45841F6
void FortPlayerPawn::PushWeaponAnimSetOverride(int32 Priority, FortPlayerPawn* InWeaponAnimSetOverride); // 0x749F13E
void FortPlayerPawn::OnRep_StoredControlRotation(); // 0x10F66182
void FortPlayerPawn::OnRep_BuildingState(); // 0x207D348
void FortPlayerPawn::OnRep_CharPartAnimMontageInfo(); // 0xE2BDC2
void FortPlayerPawn::OnRep_ControlledRCPawn(); // 0x10F65CC2
void FortPlayerPawn::OnRep_BaseCosmeticLoadoutReplicator(); // 0x207D326
void FortPlayerPawn::OnRep_bDisabledTetheringSupport(); // 0x12A6534
void FortPlayerPawn::OnRep_bHasStartedFloating(); // 0x10F65C50
void FortPlayerPawn::OnRep_FacialTypeOverride(); // 0x10F65DC4
void FortPlayerPawn::OnRep_FootstepBankOverride(); // 0x10F65DE6
void FortPlayerPawn::OnRep_GliderOverride(TArray<AthenaGliderItemDefinition*> OldSet); // 0x7B41596
void FortPlayerPawn::OnRep_CustomMeshHeightAdjustTarget(); // 0x10F65CDC
void FortPlayerPawn::OnRep_DBNOHoistee(); // 0x10F65D28
void FortPlayerPawn::OnRep_DBNOHoisterData(FortDBNOCarryHoisterData PreviousDBNOHoisterData); // 0x7B4135C
void FortPlayerPawn::OnPhysicsVolumeChanged(FortPlayerPawn* NewVolume); // 0x7B404DE
void FortPlayerPawn::OnPostPhysicsRotation(CharacterMovementComponent* CharMoveComp, float DeltaSeconds); // 0x7B406F2
void FortPlayerPawn::OnRemoveZiplineFromIgnoreWhenMovingTimerExpired(); // 0x10F65B5C
void FortPlayerPawn::OnLockOnSearchCompleted(bool bConsumeEvent); // 0x1F94C
void FortPlayerPawn::OnOpenParachute(bool bConsumeEvent); // 0x1F94C
void FortPlayerPawn::OnPatrolEnded(); // 0x1F94C
void FortPlayerPawn::OnRep_AnimLayersOverride(); // 0x10F65C24
void FortPlayerPawn::OnRep_AppliedSwapsSoft(); // 0x207D2F2
void FortPlayerPawn::OnRep_AttachmentMesh(); // 0x10F65C3A
void FortPlayerPawn::OnRep_AccelerationPack(); // 0x18E59C
void FortPlayerPawn::OnRep_AccelerationZPack(); // 0x207D266
void FortPlayerPawn::OnRep_AnimBPOverride(); // 0x10F65C0E
void FortPlayerPawn::OnRep_ParachuteLockedOpen(); // 0x10F66042
void FortPlayerPawn::OnRep_PossessedProp(FortPlayerPawn* OldProp); // 0x7B4211E
void FortPlayerPawn::OnRep_RepAnimMontageStartSection(); // 0x207D56A
void FortPlayerPawn::OnRep_MaterialOverrides(); // 0x10F66016
void FortPlayerPawn::OnRep_NetMovementPrioritized(bool bOldNetMovementPrioritized); // 0x7B41CFE
void FortPlayerPawn::OnRep_NPCCustomizationInfo(); // 0x10F6602C
void FortPlayerPawn::OnRep_ShallowWaterVolumeData(FPlayerPawnShallowWaterVolumeData PreviousShallowWaterVolumeData); // 0x7B42338
void FortPlayerPawn::OnRep_StartedInteractSearch(); // 0xC23320
void FortPlayerPawn::OnRep_StasisModes(); // 0x10F66060
void FortPlayerPawn::OnRep_ReplicatedAnimMontage(); // 0x207D580
void FortPlayerPawn::OnRep_ReplicatedEmoteInfo(); // 0xD237E6
void FortPlayerPawn::OnRep_ReplicatedInGliderRedeploy(); // 0x207D596
void FortPlayerPawn::OnRep_IsInAnyStorm(); // 0x10C95C4
void FortPlayerPawn::OnRep_IsInsideSafeZone(); // 0xC93DE0
void FortPlayerPawn::OnRep_IsParachuteForcedOpen(); // 0x207D3B4
void FortPlayerPawn::OnRep_GroupEmoteLookTarget(); // 0x10F65EA8
void FortPlayerPawn::OnRep_GroupEmoteSyncValue(); // 0x10F65EBE
void FortPlayerPawn::OnRep_IsEmoteLeader(); // 0x10F65EA8
void FortPlayerPawn::OnRep_IsTacticalSprinting(); // 0x8C916E
void FortPlayerPawn::OnRep_IsTargeting(); // 0xD03A74
void FortPlayerPawn::OnRep_LockGroupEmoteLeaderRotation(); // 0x10F65EA8
void FortPlayerPawn::OnRep_IsParachuteOpen(bool bPreviousState); // 0x7B417D6
void FortPlayerPawn::OnRep_IsSkydiving(bool bPreviousState); // 0x7B419F6
void FortPlayerPawn::OnRep_IsSkydivingFromBus(); // 0x7B41C5C
void FortPlayerPawn::ResetClothAndDynamicsMatching(FGameplayTagContainer MatchingTags); // 0x7B45A36
void FortPlayerPawn::SetPreviousPosition(FVector OldPosition); // 0x7B4F6D8
void FortPlayerPawn::SetPreviousVelocity(FVector OldVelocity); // 0x7B4F8F4
void FortPlayerPawn::SetScalarParamOnOverriddenMaterials(FName ParamName, float Value); // 0x7B4FB10
void FortPlayerPawn::SetPendingTetherLaunch(float Amount); // 0x7B4EDE2
void FortPlayerPawn::SetPetType(FortPlayerPawn* PetToCreate); // 0x7B4EFF8
void FortPlayerPawn::SetPossessedProp(FortPlayerPawn* InPossessedProp); // 0x7B4F20E
void FortPlayerPawn::SetTextureParamOnOverriddenMaterials(FName ParamName, FortPlayerPawn* Value); // 0x7B5055E
void FortPlayerPawn::SetThrownItemTrajectoryHitResult(FHitResult InHitResult); // 0x7B50932
AnimMontage* FortPlayerPawn::SetTransformationMontage(AnimMontage* FutureMontage, float StartTime); // 0x7B50BA4
void FortPlayerPawn::SetStasisMode(EFortPawnStasisMode InStasisMode); // 0x7B4FEEE
void FortPlayerPawn::SetTetherPawn(FortPlayerPawn* InTetherPawn); // 0x7B500F4
void FortPlayerPawn::SetTetherRopeRodMesh(FortPlayerPawn* InMesh); // 0x7B50316
void FortPlayerPawn::SetFortPlayerPawnLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2); // 0x7B4D8E0
void FortPlayerPawn::SetHomeActor(FortPlayerPawn* NewActor); // 0x7B4DEB8
void FortPlayerPawn::SetInSlipperyMovement(bool bIsSlippery); // 0x412E970
void FortPlayerPawn::SetFacialTypeOverride(EFortFacialAnimTypes NewType); // 0x7B4D494
void FortPlayerPawn::SetFirstPersonCamera(bool bNewUseFirstPersonCamera); // 0x1F94C
void FortPlayerPawn::SetForceMoveRelativeToCameraRotation(bool bNewValue); // 0x7B4D6BC
void FortPlayerPawn::SetNeverSkipAnimTick(bool bNeverSkip); // 0x7B4E726
void FortPlayerPawn::SetNumActiveBalloons(int32 NewBalloonCount); // 0x7B4E94A
void FortPlayerPawn::SetPendingSkydiveLaunch(bool bPending); // 0x7B4EB88
void FortPlayerPawn::SetIsInFrontEndHologram(bool bInFrontEndHologram); // 0x7B4E0CC
void FortPlayerPawn::SetIsParachuteForcedOpen(bool bNewIsParachuteForcedOpen); // 0x7B4E2F0
void FortPlayerPawn::SetIsWaitingForEmoteInteraction(bool bWaitingForEmoteInteraction); // 0x7B4E510
void FortPlayerPawn::StopItemInteractionAbility(EItemInteractionStatus ItemInteractionStatus, FGameplayTag OverrideItemInteractAbilityTag); // 0x7B52D0A
bool FortPlayerPawn::SupportsTetheredMovement(); // 0x10F679CE
void FortPlayerPawn::SwapPawnCosmeticItemAndVariant(FGuid SwapId, TArray<FortSwapItemAndVariantData> SwapData, bool bAllowActiveHotswap, EFortAppliedSwapItemAndVariantState ForcedSwapState, bool bRefreshSwapIdDataPriority); // 0x7B530E8
bool FortPlayerPawn::StartPlayerDistanceTraveledTimer(); // 0x10F67884
void FortPlayerPawn::StopCarryingPlayer(bool bFromAbilityCancel); // 0x7B5299A
void FortPlayerPawn::StopFacialAnimationStream(); // 0xD80B29E
void FortPlayerPawn::UnableToPerformAction(bool bPlayMontage, FGameplayTagContainer FailedReason); // 0x7B54576
void FortPlayerPawn::UnequipCurrentWeaponById(FGuid WeaponItemGUID, bool bSetWeaponAttachment); // 0x7B5496A
void FortPlayerPawn::UpdateAimbotDetectionStatus(); // 0x10F67A5E
void FortPlayerPawn::TemporarilyIgnoreClientMovementErrorChecksAndCorrection(float duration); // 0x7B53A66
void FortPlayerPawn::ToggleCrouch(bool bUseActionOnHoldInput); // 0x7B54360
void FortPlayerPawn::ToggleGender(); // 0xD80B29E
void FortPlayerPawn::SetWeaponOverrideAnimSet(FortPlayerPawn* WeaponOverrideAnimSet); // 0x7B5203A
bool FortPlayerPawn::ShouldAllowShadowStanceMaterialsForPartType(EFortCustomPartType PartType); // 0x7B5224E
bool FortPlayerPawn::ShouldDriverHaveReticle(); // 0x10F67602
void FortPlayerPawn::SetUseInstantCrouchInput(FortPlayerPawn* Source); // 0x7B517EE
void FortPlayerPawn::SetVectorParamOnOverriddenMaterials(FName ParamName, FLinearColor Value); // 0x7B51A2E
void FortPlayerPawn::SetVehicleOverrideExit(bool bIgnoreLaunch); // 0x7B51DEA
void FortPlayerPawn::StartedInteractSearch(); // 0x10F677E4
void FortPlayerPawn::StartFloating(); // 0x10F67810
void FortPlayerPawn::StartGhostModeExit(float InGhostModeExitDuration); // 0x7B52682
bool FortPlayerPawn::ShouldPlayDeathAnimation(); // 0x10F67640
void FortPlayerPawn::ShowTestingPredictiveInput(); // 0x10F67716
void FortPlayerPawn::SpawnNiagaraWaterComponents(bool bRegister); // 0x7B5246A
void FortPlayerPawn::SetEquippedArmoredInterface(TScriptInterface<FortPlayerPawn> InInterface); // 0x7B4D220
void FortPlayerPawn::ServerInterrogateDBNOPlayer(FortPlayerPawn* InDBNOHoistee); // 0x67E9FF0
FortPlayerPawn* FortPlayerPawn::ServerOnExitVehicle(FVehicleExitData VehicleExitData); // 0x7B47D4A
void FortPlayerPawn::ServerPlayUnableToPerformActionMontage(); // 0x10F66EF2
void FortPlayerPawn::ServerHandlePickup(FortPickup* Pickup, float InFlyTime, FVector InStartDirection, bool bPlayPickupSound); // 0x7B46F2C
void FortPlayerPawn::ServerHandlePickupInfo(FortPickup* Pickup, FortPickupRequestInfo Params); // 0x7B4765E
void FortPlayerPawn::ServerHoistDBNOPlayer(FortPlayerPawn* InDBNOHoistee); // 0x7B47B30
void FortPlayerPawn::ServerRespawnFromDBNO(); // 0x10F66FD8
void FortPlayerPawn::ServerReviveFromDBNO(FortPlayerPawn* EventInstigator); // 0x7B48AAC
void FortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage(FortPlayerPawn* MontageToStop); // 0x7B48CC6
void FortPlayerPawn::ServerReceiveMovementInput(uint32 PackedData); // 0x7B4867C
void FortPlayerPawn::ServerReceivePreRecoilInput(uint32 PackedDelta); // 0x7B48894
void FortPlayerPawn::ServerResetAbilitySystemComponent(); // 0x10E9B97A
void FortPlayerPawn::SafeZoneStatusChanged(); // 0x1F94C
void FortPlayerPawn::SeatChangeAnimationStopped(FortPlayerPawn* VehiclePlayerController); // 0x7B460D8
void FortPlayerPawn::ServerAddStasisMode(EFortPawnStasisMode InStasisMode, Actor* BoundStasisInstigator, FGameplayTag InStasisGameplayTag, FGameplayTagContainer AllowedActionTags); // 0x7B46366
void FortPlayerPawn::ResetGameplayAttributes(bool bIgnoreStatClamp); // 0x7B45C7A
void FortPlayerPawn::RestoreDBNOCollisionAfterDrop(); // 0x10F66948
void FortPlayerPawn::ReviveFromDBNO(FortPlayerPawn* EventInstigator); // 0x7B45E9A
void FortPlayerPawn::ServerEmoteSecondaryFirePressed(); // 0x10F66CEA
void FortPlayerPawn::ServerEnterStasis(EFortPawnStasisMode InStasisMode); // 0x7B46D16
void FortPlayerPawn::ServerEquipLastWeaponOrGadget(bool bForce); // 0x6680066
bool FortPlayerPawn::ServerAttemptEmoteInteractFromNPC(AIController* NPCController); // 0x7B46AFA
void FortPlayerPawn::ServerCancelZipliningAfterVehicleEjection(); // 0x10F66CA4
void FortPlayerPawn::ServerDropCarriedPlayer(); // 0x10E99EF8
bool FortPlayerPawn::SetAssembledMeshSchemasCosmetic(TArray<AssembledMeshSchema*> AssembledMeshSchemas); // 0x7B4B580
void FortPlayerPawn::SetBalloonRope(FortPlayerPawn* InBalloonRope); // 0x7B4B818
void FortPlayerPawn::SetCanSlide(bool bCanSlide); // 0x7B4BA2C
void FortPlayerPawn::SetActorHiddenInGameWithGameplayEffect(bool bNewHidden, Class* HidePawnGameplayEffectClass, bool bRemoveAllOfThisTag); // 0x7B49E48
void FortPlayerPawn::SetActorHiddenInGameWithTag(bool bNewHidden, FGameplayTag HidePawnGameplayTag, Actor* BoundHidingInstigator, bool bRemoveAllOfThisTag); // 0x7B4A3EA
void FortPlayerPawn::SetActorScaleWithTag(FGameplayTag ScaleTag, FVector NewScale, FortPlayerPawn* BoundInstigator); // 0x7B4AB68
void FortPlayerPawn::SetCrouch(bool bNewValue, bool bUseActionOnHoldInput); // 0x7B4C7B6
void FortPlayerPawn::SetCustomMeshHeightAdjustTarget(int32 HeightAdjust, int32 LerpSpeed); // 0x7B4CB94
void FortPlayerPawn::SetDBNOInteractionBoxExtentOverride(FVector Override); // 0x7B4CF68
void FortPlayerPawn::SetCharacterPartVisibility(EFortCustomPartType InPartType, bool bNewVisibility, bool bPropagateToChildren, FGameplayTagContainer InVisibilityChangeReasonTags); // 0x7B4BC4C
void FortPlayerPawn::SetChuteAction(EChuteActions InChuteAction, bool bIsClientAcking); // 0x7B4C3D6
void FortPlayerPawn::SetClientObservedStatsFromAnotherPawn(FortPlayerPawn* OtherPawn); // 0x449C0FC
void FortPlayerPawn::ServerSetCheatFloorOffset(float InOffset); // 0x7B495E2
void FortPlayerPawn::ServerStartGliderSwap(); // 0x10B6DC5A
void FortPlayerPawn::ServerStopGliderSwap(); // 0x10F670A0
void FortPlayerPawn::ServerSendAimbotDetectionStatus(TArray<uint8> Payload); // 0x7B48EE0
void FortPlayerPawn::ServerSendZiplineState(FZiplinePawnState InZiplineState); // 0x7B49134
void FortPlayerPawn::ServerSetAimbotDetection(bool bEnableDetection); // 0x7B493C2
void FortPlayerPawn::ServerUpdateVehicleInputStateReliable(FortAthenaVehicleInputStateReliable ReliableInput); // 0x7B497FC
void FortPlayerPawn::ServerUpdateVehicleInputStateUnreliable(FortAthenaVehicleInputStateUnreliable ReliableInput, float Timestamp); // 0x7B49A14
void FortPlayerPawn::ServerVehicleEjectForZiplining(); // 0x10F67146
void FortPlayerPawn::ServerThrowCarriedPlayer(); // 0x10F670E6
void FortPlayerPawn::ServerToggleGender(); // 0x10F67100
void FortPlayerPawn::ServerUnmarkRespawned(); // 0x10B6CCEC
FortPlayerPawn* FortPlayerPawn::GetDBNOEventInstigator(); // 0x10F63F02
FortPlayerPawn* FortPlayerPawn::GetDBNOHoistee(); // 0x10F63F30
FortPlayerPawn* FortPlayerPawn::GetDBNOHoister(); // 0x10F63F4C
FortPlayerPawn* FortPlayerPawn::GetControllingPawn(); // 0x10F63EA0
FortPlayerPawn* FortPlayerPawn::GetCosmeticDataComponent(); // 0x10F63ECA
FortPlayerPawn* FortPlayerPawn::GetCosmeticLoadoutComponent(); // 0x10F63EE6
int32 FortPlayerPawn::GetExtraLives(); // 0x10F63FE6
FortPlayerPawn* FortPlayerPawn::GetFocusTarget(); // 0x10F64044
FortPlayerPawn* FortPlayerPawn::GetFrontendAnimMontageIdleOverride(); // 0x10F6409E
FName FortPlayerPawn::GetDBNOHoisterBaseBoneName(); // 0x10F63F68
EFortPawnDisplayContext FortPlayerPawn::GetDisplayContext(); // 0x10F63F82
int32 FortPlayerPawn::GetEmoteRandomSeed(); // 0x10F63F9C
float FortPlayerPawn::GetBuildSpeedModifier(); // 0x10F63D78
int32 FortPlayerPawn::GetCachedFootstepIndex(); // 0x207CFD0
FVector FortPlayerPawn::GetCachedStepSurfaceNormal(); // 0x207D04A
FortPlayerPawn* FortPlayerPawn::GetAnimationInterface(); // 0x7B36F78
float FortPlayerPawn::GetBaseAimPitchQuantized(); // 0x10F63B9A
float FortPlayerPawn::GetBuildCostModifier(); // 0x10F63D14
TArray<ActorComponent*> FortPlayerPawn::GetComponentsByClassForPartType(Class* ComponentClass, EFortCustomPartType PartType); // 0x7B373AE
TArray<ActorComponent*> FortPlayerPawn::GetComponentsByClassOnAllPartModifiers(); // 0x7B377B8
TSoftObjectPtr<FortPlayerPawn> FortPlayerPawn::GetContrailParticleSystemSoftRef(); // 0x10F63E02
EFortCustomBodyType FortPlayerPawn::GetCharacterBodyType(); // 0x207D0D4
EFortCustomGender FortPlayerPawn::GetCharacterGender(); // 0x10F63DDC
int32 FortPlayerPawn::GetClientObservedStatValue(FName StatName, int32 DefaultValue); // 0x7B36FAA
FVector FortPlayerPawn::GetPreviousPosition(); // 0x10288B52
FVector FortPlayerPawn::GetPreviousVelocity(); // 0x10288B10
FRotator FortPlayerPawn::GetRemoteViewRotation(); // 0x10F64624
bool FortPlayerPawn::GetPendingSkydiveLaunch(); // 0x10F64598
FortPlayerPawn* FortPlayerPawn::GetPossessedProp(); // 0x10F645C4
FRotator FortPlayerPawn::GetPreRecoilInputDelta(); // 0x10F645E0
TArray<SkinnedMeshComponent*> FortPlayerPawn::GetSkinnedMeshComponentsForPartType(EFortCustomPartType PartType); // 0x7B39AA6
FSlipperySlopeParams FortPlayerPawn::GetSlipperyParams(); // 0x10F646AA
float FortPlayerPawn::GetStamina(); // 0x10F64888
int32 FortPlayerPawn::GetSignificanceLOD(); // 0x10F64690
float FortPlayerPawn::GetSimulatedAttributeValue(FGameplayAttribute Attribute, float DefaultValue); // 0x7B39458
FortPlayerPawn* FortPlayerPawn::GetSkeletalMeshForPartType(EFortCustomPartType PartType); // 0x7B3988A
bool FortPlayerPawn::GetHeroDisplayNameString(FString HeroDisplayName); // 0x7B37E7C
FortPlayerPawn* FortPlayerPawn::GetHomeActor(); // 0x10F64312
void FortPlayerPawn::GetLastWaterSurfaceInfo(FVector OutWaterSurfacePosition, FVector OutWaterSurfaceNormal); // 0x7B380B4
float FortPlayerPawn::GetGearScore(); // 0x10F640C8
void FortPlayerPawn::GetGender(bool IsMale, bool IsFemale); // 0x7B37A74
FText FortPlayerPawn::GetGliderDisplayName(); // 0x10F64128
FortPlayerPawn* FortPlayerPawn::GetModifierForPartType(EFortCustomPartType PartType); // 0x7B38E06
FVector2D FortPlayerPawn::GetMovementInput(); // 0x10F64540
int32 FortPlayerPawn::GetNumActiveBalloons(); // 0x10F6457C
FortPlayerPawn* FortPlayerPawn::GetLastWeaponEquippedOnServer(); // 0x10F64364
float FortPlayerPawn::GetMaxStamina(); // 0x10F6438E
void FortPlayerPawn::GetModifiedDBNOThrowStrength(FortPlayerPawn* DBNOHoister, float BaseStrengthXY, float BaseStrengthZ, float ModifiedStrengthXY, float ModifiedStrengthZ); // 0x7B384D0
FortPlayerPawn* FortPlayerPawn::GetActiveZipline(); // 0x10F63B6C
void FortPlayerPawn::ClientAcknowledgeVehicleInputState(float Timestamp); // 0x7B3319A
void FortPlayerPawn::ClientExecuteGameplayCueOnSpecificPlayer(FGameplayTag GameplayCueTag); // 0x7B333B4
void FortPlayerPawn::ClientForceZiplineState(FZiplinePawnState InZiplineState); // 0x7B335CC
void FortPlayerPawn::ClearScalarMaterialParameterOverrideLocal(FName ParamName); // 0x7B32D46
void FortPlayerPawn::ClearUseInstantCrouchInput(FortPlayerPawn* Source); // 0x7B32F5A
void FortPlayerPawn::ClearWeaponOverrideAnimSet(); // 0x10F6360A
void FortPlayerPawn::ClientUnequipCurrentWeaponById(FGuid WeaponItemGUID, bool bSetWeaponAttachment); // 0x7B3404A
void FortPlayerPawn::DebugDestroyVehicle(); // 0xD80B29E
void FortPlayerPawn::DestroyBalloonRope(); // 0x10F63782
void FortPlayerPawn::ClientNotifyAbilityFailed(GameplayAbility* FailedAbility, FGameplayTagContainer FailedReason); // 0x7B33832
void FortPlayerPawn::ClientNotifyUnableToPerformAction(bool bPlayMontage, FGameplayTagContainer FailedReason); // 0x7B33C3A
void FortPlayerPawn::ClientResetAbilitySystemComponent(); // 0x10F63768
bool FortPlayerPawn::CanPredictJumpApex(); // 0x10F628F2
bool FortPlayerPawn::CanShootFromVehicle(); // 0x10F6297C
bool FortPlayerPawn::CanUseInventoryAsDriver(); // 0x10F62A10
bool FortPlayerPawn::CanBeginSkydiving(bool bFromBus); // 0x7B3233A
bool FortPlayerPawn::CanInterrogateFromDBNO(Controller* EventInstigator); // 0x7B32570
bool FortPlayerPawn::CanParachute(bool bForceFloorCheck); // 0x7B32796
void FortPlayerPawn::ClearExistingCosmeticPetInstance(); // 0x1AE1066
void FortPlayerPawn::ClearOverrideAutoPickupOffset(); // 0x7B32D24
void FortPlayerPawn::ClearOverrideAutoPickupRadius(); // 0x10F635A4
void FortPlayerPawn::CheckForUnburrowTeleport(); // 0x10F62A36
void FortPlayerPawn::ClearActorScaleWithTag(FGameplayTag ScaleTag); // 0x7B329BE
void FortPlayerPawn::ClearDBNOInteractionBoxExtentOverride(); // 0xF5F5E2
void FortPlayerPawn::ForceOpenParachuteAndOverrideGlider(AthenaGliderItemDefinition* InGliderOverride, bool bResetGliderOverrideOnLanding, bool bForceIntoGliderRedeploy); // 0x7B366E8
FGameplayTagContainer FortPlayerPawn::GatherMetaTags(AthenaCosmeticItemDefinition* CosmeticItem); // 0x7B36CA4
FortPlayerPawn* FortPlayerPawn::GetActivePlayerFootSplashInWaterLeftComponent(); // 0x10F63A90
void FortPlayerPawn::ForceDetachFromRemoteControlledPawn(); // 0x10F639B2
void FortPlayerPawn::ForceEndZiplining(); // 0x10F639F2
void FortPlayerPawn::ForceFinishIncomingPickups(); // 0x10F63A76
FortPlayerPawn* FortPlayerPawn::GetActivePlayerJumpSplashInWaterComponent(); // 0x10F63AFE
FortPlayerPawn* FortPlayerPawn::GetActivePlayerSwimmingComponent(); // 0x10F63B1A
FortPlayerPawn* FortPlayerPawn::GetActivePlayerWaterBoostComponent(); // 0x10F63B50
FortPlayerPawn* FortPlayerPawn::GetActivePlayerFootSplashInWaterRightComponent(); // 0x10F63AAC
FortPlayerPawn* FortPlayerPawn::GetActivePlayerHandSplashInWaterComponent(); // 0x7B36F5C
FortPlayerPawn* FortPlayerPawn::GetActivePlayerInWaterComponent(); // 0x10F63AC8
bool FortPlayerPawn::DontHandsOnHips(); // 0x10F638D2
void FortPlayerPawn::DriverToPassengerAnimationStopped(); // 0x10F638FC
void FortPlayerPawn::EndedInteractSearch(); // 0x10F63924
void FortPlayerPawn::DisableCosmeticSwap(FGuid SwapId); // 0x7B34438
void FortPlayerPawn::DisableFaceRotation(float DurationInSeconds, bool bSetStasis); // 0x7B34660
bool FortPlayerPawn::DontCrossArms(); // 0x10F638A8
void FortPlayerPawn::EndSkydiving(); // 0x10F63998
void FortPlayerPawn::EndZiplining(bool bFromJump, bool bReachedEnd); // 0x7B34BE8
void FortPlayerPawn::ForceCancelIncomingPickups(bool bDestroyPickups); // 0x7B364C8
void FortPlayerPawn::EndFloating(); // 0x10F63950
void FortPlayerPawn::EndGhostModeExit(); // 0x10F63966
void FortPlayerPawn::EndHovering(); // 0x10F63982
EFortPawnStasisMode FortPlayerPawn::GetStasisMode(); // 0x10F648E4
bool FortPlayerPawn::IsSkydivingFromBus(); // 0x10F65294
bool FortPlayerPawn::IsSkydivingFromLaunchPad(); // 0x10F652B4
bool FortPlayerPawn::IsTethered(); // 0x10F652D4
bool FortPlayerPawn::IsRightLegHidden(); // 0x10F6523C
bool FortPlayerPawn::IsRotationDetachedFromCamera(); // 0x10F6525C
bool FortPlayerPawn::IsSkyDiving(); // 0x7B3C97A
bool FortPlayerPawn::IsWaitingForEmoteInteraction(); // 0x10F6540C
bool FortPlayerPawn::IsWaterSprintBoosting(); // 0x10F6542A
bool FortPlayerPawn::IsZiplining(); // 0x10F6544A
bool FortPlayerPawn::IsUsingPersonalVehicle(); // 0x10F65316
bool FortPlayerPawn::IsUsingSmartObjectOnSamePhysicsRoot(Actor* OtherActor); // 0x7B3C996
bool FortPlayerPawn::IsUsingUmbrella(); // 0x10F653E2
bool FortPlayerPawn::IsParachuteOpen(); // 0x7B3C530
bool FortPlayerPawn::IsParachuteOpenAndVisible(); // 0x10F650D4
bool FortPlayerPawn::IsPartVisibleAccordingToCount(EFortCustomPartType PartType); // 0x7B3C54A
bool FortPlayerPawn::IsOperatingTurret(); // 0x10F65076
bool FortPlayerPawn::IsParachuteForcedOpen(); // 0x10F6509C
bool FortPlayerPawn::IsParachuteLockedOpen(); // 0x10F650BA
bool FortPlayerPawn::IsRebirth(); // 0x10F65194
bool FortPlayerPawn::IsRidingOnActor(); // 0x10F651F8
bool FortPlayerPawn::IsRightArmHidden(); // 0x10F6521E
bool FortPlayerPawn::IsPassengerInVehicle(); // 0xCC1F0E8
bool FortPlayerPawn::IsPassivelySkydiving(); // 0x10F65100
bool FortPlayerPawn::IsPickupInteractionWhileSkydivingAllowed(); // 0x10F65174
void FortPlayerPawn::OnCharacterPartsReinitialized(); // 0x1F94C
void FortPlayerPawn::OnEndParachuteMovement(); // 0x10F659D2
void FortPlayerPawn::OnEndWaterSprintBoost(); // 0x1F94C
void FortPlayerPawn::OnBoundScaleInstigatorEndPlay(Actor* BoundInstigator, EEndPlayReason EndPlayReason); // 0x7B3DB00
void FortPlayerPawn::OnBoundStasisInstigatorDestroyed(FortPlayerPawn* DestroyedActor); // 0x7B3DECE
void FortPlayerPawn::OnCapsuleBeginOverlap(PrimitiveComponent* OverlappedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, FHitResult SweepResult); // 0x7B3EC78
void FortPlayerPawn::OnExitedWaterVolume(FVector WaterSurfaceLocation); // 0x1F94C
void FortPlayerPawn::OnLandscapeCheckFailedAndTeleported(); // 0x1F94C
void FortPlayerPawn::OnLocalItemInteractionComplete(FortPlayerPawn* ReceivingActor); // 0x1F94C
void FortPlayerPawn::OnEnteredVehicle(); // 0x1F94C
void FortPlayerPawn::OnEnteredWaterVolume(FVector WaterSurfaceLocation); // 0x1F94C
void FortPlayerPawn::OnExitedVehicle(); // 0x1F94C
void FortPlayerPawn::MarkSafe(Class* GEtoApply); // 0x7B3CBBE
void FortPlayerPawn::MulticastClearWeaponOverrideAnimSet(); // 0x10B6DC0C
void FortPlayerPawn::MulticastSetCheatFloorOffset(float InOffset); // 0x7B3CDDA
bool FortPlayerPawn::LocalIsTryingToGetPickup(); // 0x10F6549C
void FortPlayerPawn::LocalThrowCarriedPlayer(); // 0x10F654C6
void FortPlayerPawn::ManualReviveFromDBNO(Class* ReviveGameplayEffectsOverride); // 0x449C0FC
void FortPlayerPawn::OnBeginParachuteMovement(); // 0x10F6583A
void FortPlayerPawn::OnBeginWaterSprintBoost(); // 0x1F94C
void FortPlayerPawn::OnBoundHidingInstigatorDestroyed(FortPlayerPawn* DestroyedActor); // 0x7B3D426
void FortPlayerPawn::MulticastSetWeaponOverrideAnimSet(FortPlayerPawn* WeaponOverrideAnimSet); // 0x7B3CFF4
void FortPlayerPawn::MulticastUpdateVehicleInputStateReliable(FortAthenaVehicleInputStateReliable ReliableInput); // 0x7B3D20E
void FortPlayerPawn::NotifyTeammateSkydivedFromBus(); // 0x1F94C
bool FortPlayerPawn::IsNiagaraSimpleWaterSim(); // 0x10F6505A
bool FortPlayerPawn::HasControlledRCPawn(); // 0x10F64BDA
bool FortPlayerPawn::HasRecentlyExitedZiplineFromJumping(); // 0x10F64C0A
bool FortPlayerPawn::HasRespawnedInAir(); // 0x10F64CE0
float FortPlayerPawn::GetZiplineSpeedFactorTarget(); // 0x7B39D94
void FortPlayerPawn::HACK_ApplyCosmetics(FString ApplyCosmetics); // 0x6467216
void FortPlayerPawn::HandleSkydivedFromBusAndLanded(bool bSkydivedFromBusAndLanded); // 0x7B39DB2
void FortPlayerPawn::InvokeWaterJumpSplash(FVector SplashPosition, float SplashScale); // 0x7B3B196
bool FortPlayerPawn::IsActivelySkydiving(bool bCheckMovementMode); // 0x7B3B584
bool FortPlayerPawn::IsActivelySkydivingUpInVortex(); // 0x10F64D1A
bool FortPlayerPawn::HasStartedFloating(); // 0x10F64D00
void FortPlayerPawn::InvokeWaterHandSplash(FVector SplashPosition); // 0x7B39FCA
void FortPlayerPawn::InvokeWaterHandSplashAttached(SceneComponent* AttachParent, FName AttachSocketName); // 0x7B3A7F0
FHitResult FortPlayerPawn::GetThrownItemTrajectoryHitResult(); // 0x10F649BA
FortPlayerPawn* FortPlayerPawn::GetTransientQuestsComponent(); // 0x10F64A9E
bool FortPlayerPawn::GetUseViewRotationForCameraOrigin(); // 0x10F64B22
TArray<EFortPawnStasisMode> FortPlayerPawn::GetStasisModes(); // 0x10F64930
FortPlayerPawn* FortPlayerPawn::GetTetherPawn(); // 0x10F64950
FortPlayerPawn* FortPlayerPawn::GetTetherRopeRodMesh(); // 0x10F6498E
TScriptInterface<FortPlayerPawn> FortPlayerPawn::GetVehicleUInterface(); // 0xD6A7A8
FVector FortPlayerPawn::GetZiplineMotorOffset(); // 0x10F64BB2
float FortPlayerPawn::GetZiplineSpeedFactor(); // 0x7B39D76
FortPlayerPawn* FortPlayerPawn::GetVehicleActor(); // 0x7B39D52
bool FortPlayerPawn::GetVehicleOverrideExit(); // 0x10F64B3E
int32 FortPlayerPawn::GetVehicleSeatIndex(); // 0x10F64B8C
bool FortPlayerPawn::IsInSlipperyMovement(); // 0x10F64F50
bool FortPlayerPawn::IsInStasis(); // 0x10F64FE6
bool FortPlayerPawn::IsInStasisMode(EFortPawnStasisMode InStasisMode); // 0x7B3BC10
bool FortPlayerPawn::IsInFloatingMovement(); // 0x10F64EBA
bool FortPlayerPawn::IsInFrontEndHologram(); // 0x7B3BBF4
bool FortPlayerPawn::IsInInteractBlockingVehicle(); // 0x10F64F26
bool FortPlayerPawn::IsLeftLegHidden(); // 0x10F6501E
bool FortPlayerPawn::IsMaterialOverrideApplied(FGuid MaterialOverrideId, bool bOutIsCurrentOverride); // 0x7B3C120
bool FortPlayerPawn::IsNiagaraProceduralWaterSim(); // 0x10F6503E
bool FortPlayerPawn::IsInVehicle(); // 0x7B3BE54
bool FortPlayerPawn::IsItemAndVariantSwapActiveById(FGuid SwapId); // 0x7B3BEE0
bool FortPlayerPawn::IsLeftArmHidden(); // 0x10F65002
bool FortPlayerPawn::IsCoreCharacterCustomizationLoadingCompleted(); // 0x10F64D76
bool FortPlayerPawn::IsDetachedFromCamera(); // 0x10F64D9C
bool FortPlayerPawn::IsDrivingInteractBlockingVehicle(); // 0x10F64E00
bool FortPlayerPawn::IsActivelyStrafingInAir(bool bCheckMovementMode); // 0x7B3B7AC
bool FortPlayerPawn::IsCharacterCustomizationLoadingCompleted(); // 0xCC1F0C2
bool FortPlayerPawn::IsComponentCharacterPartMesh(SkinnedMeshComponent* SkeletalMeshComponent); // 0x7B3B9D4
bool FortPlayerPawn::IsHeadHidden(); // 0x10F64E9A
bool FortPlayerPawn::IsHipFireFirstPersonActive(); // 0x9AEFE6
bool FortPlayerPawn::IsInCharacterCustomization(); // 0xD78D5E0
bool FortPlayerPawn::IsDrivingVehicle(); // 0x207D190
bool FortPlayerPawn::IsEmoteBlockedByMovement(); // 0x102169C6
bool FortPlayerPawn::IsEmoteFollower(); // 0x10F64E74
void FortPlayerStateComponent_CosmeticDownloads::HandleCosmeticLoadoutChanged(FCosmeticLoadout CosmeticLoadout, FGameplayTagContainer SlotChanges); // 0x6A20A04
void FortPlayerStateComponent_CosmeticDownloads::OnPrePlayerStateCharacterData(); // 0x105016E2
void FortPlayerStateComponent_CosmeticDownloads::HandleClientPlayerPawnSet(PlayerState* PlayerState, Pawn* NewPawn, FortPlayerStateComponent_CosmeticDownloads* OldPawn); // 0x6A20458
void FortPlayerStateComponent_AthenaQuests::OnRep_InitialTrackedQuestIds(); // 0xCBB91A2
AIController* FortPlayerStateComponent_CosmeticDownloads::HandleAIPawnSpawned(FortPlayerStateComponent_CosmeticDownloads* BotPawn); // 0x6A20086
void FortPlayerStateComponent_CosmeticDownloads::OnRep_IADSupportedSlots(); // 0xC69624
void FortPlayerStateComponent_EventGameplayAbilityManager::HandleInitialPawnPossessed(FortPlayerStateComponent_EventGameplayAbilityManager* NewPawn); // 0x6A2517A
FRankedProgressReplicatedData FortPlayerStateComponent_Habanero::GetRankedProgress(); // 0x10E4F31C
void FortPlayerStateComponent_CustomFeedMessage::HandleNetMulticastTriggerCustomFeedMessageWithContext(FGameplayTag CustomFeedMessageGeneratorID, FCustomFeedMessageContext Context); // 0x6A24C7C
void FortPlayerStateComponent_CosmeticDownloads::OnRep_InGameEmoteIADSlots(); // 0x1902018
void FortPlayerStateComponent_CustomFeedMessage::HandleNetMulticastTriggerCustomFeedMessage(FGameplayTag CustomFeedMessageGeneratorID); // 0x6A24942
void FortPlayerDiedParams::SetParams(FortPlayerPawn* _KilledPlayer); // 0x719C728
FortPlayerController* FortPlayerExitParams::SetParams(FortPlayerExitParams* ThisParam); // 0x719BACE
void FortPlayerDiedParams::BreakParams(FortPlayerPawn* _KilledPlayer); // 0x719BED2
void FortPlayerDBNORevivedParams::BreakParams(FortPlayerPawn* _RevivedPlayer); // 0x719D06E
void FortPlayerDBNORevivedParams::SetParams(FortPlayerPawn* _RevivedPlayer); // 0x719D4BC
bool FortPlayerPawnAthenaRimLight::ApplyPhysicalRimLightColorAndIntensity(float RimLightIntensity); // 0x672B8BC
void FortPlayerReconnectedParams::SetParams(FortPlayerController* _ReconnectedPlayerPC, FortPlayerReconnectedParams* ThisParam); // 0x719BACE
FortPlayerController* FortPlayerSpawnedParams::SetParams(FortPlayerSpawnedParams* ThisParam); // 0x719BACE
void FortPlayerPawnAthenaRimLight::SetupRimLight(FScalableFloat UgcRimLightIntensity); // 0x672C3A4
bool FortPlayerPawnAthenaRimLight::ApplyPhysicalRimLightLocationAndColor(float RimLightIntensity); // 0x672BB0A
void FortPlayerPawnAthenaRimLight::SetRimLightIntensity(float Multiplier, TArray<MaterialInstanceDynamic*> AllPawnMaterials); // 0x672BD58
void FortPlayerStateComponent_Habanero::OnRep_RankedProgress(); // 0x10E4F35A
void FortPlayspaceComponent_SingleUserMultiplayer::SetTestPlayerCount(FortPlayerControllerGameplay* BotOwnerController, uint8 Amount); // 0x45EFA88
bool FortPlayspaceComponent_TeamManagement::CanChangePlayerTeam(FortPlayerController* player, uint8 TeamId, FTeamChangeParams Params); // 0x757E5BC
void FortPlayspaceComponent_SingleUserMultiplayer::OnPrePlayerJoinInProgress(FortPlayspaceComponent_SingleUserMultiplayer* FortPlayerState); // 0x757D2AC
TArray<FInstancedStruct> FortPlayerStateComponent_Reactions::Client_ProcessClientSideReactions(Object* ReactionSource, FortPlayerStateComponent_Reactions* ReactionTarget); // 0x6A2B4F4
void FortPlayerStateComponent_Reactions::Client_XpUpdatedFromServer(FXpDetails XpDetailsEntry); // 0x6A2BABE
bool FortPlayspaceComponent_TeamManagement::TryChangePlayerTeam(FortPlayerController* player, uint8 TeamId, FTeamChangeParams Params); // 0x757EB46
void FortProjectileMoveComp_Chase::ClearChaseTarget(); // 0x1050CA54
void FortProjectileMoveComp_Chase::ClearExternalForces(); // 0x1050CA6E
void FortProjectileMoveComp_Chase::AddExternalForce(FChaseExternalForce ExternalForce); // 0x6A383E8
bool FortPortalComponent::IsPlayerEligibleToBeginMatchmaking(FortPlayerController* FortPC); // 0x6E81692
void FortProfileGo::ReceiveOnFinishedCharacterCustomization(FortProfileGo* FortPlayerPawn); // 0x77498A6
void FortPlayerStateComponent_MovementOverrides::OnRep_MovementOverridePresets(TArray<FName> OldPresets); // 0x6A255C8
bool FortPlayerStateComponent_MovementOverrides::RemoveMovementOverridePreset(FName PresetName); // 0x4075EE4
bool FortPlayerStateComponent_MovementOverrides::HasMovementOverridePreset(FName PresetName); // 0x6A2538E
void FortPlayerStateComponent_Habanero::ServerUpdateRankedProgress(); // 0xE8C0C90
bool FortPlayerStateComponent_MovementOverrides::ApplyMovementOverridePreset(FName PresetName); // 0x4075EE4
void FortPlayerStateComponent_QuestsSpectator::ClientSpectatorClearUrgentQuestEntries(); // 0xE8C0C90
void FortPlayerStateComponent_QuestsSpectator::ClientSpectatorShowUrgentQuestMessage(FUrgentQuestData UrgentQuestData); // 0x6A2B078
void FortPlayerStateComponent_Reactions::Client_ProcessClientReaction(TArray<FClientQueuedReactionEntry> ClientReactions); // 0x6A2B2B8
void FortPlayerStateComponent_QuestsSpectator::ClientSpectatorShowUrgentQuestEntry(FUrgentQuestData UrgentQuestData); // 0x6A2AE40
void FortPlayerStateComponent_QuestsSpectator::ClientSpectatorCompleteUrgentQuestMessage(FUrgentQuestData UrgentQuestData, FGameplayTag CompletedEventTag); // 0x6A2A644
void FortPlayerStateComponent_QuestsSpectator::ClientSpectatorFailUrgentQuestMessage(FUrgentQuestData UrgentQuestData, FGameplayTag FailedEventTag); // 0x6A2AA42
void FortPawnPhysicsRepulsionComponent::SetCapsuleMass(float InBaseForce); // 0x74E0974
void FortPawnScriptedBehavior::PlaceStructure(); // 0x10745B50
void FortPawnPhysicsRepulsionComponent::HandleMovementModeChanged(EMovementMode MovementMode, uint8 CustomMode); // 0x74E05B0
void FortPawnPhysicsRepulsionComponent::HandleHeldObjectChanged(FortPawnPhysicsRepulsionComponent* HeldObject); // 0x74DFFD2
void FortPawnPhysicsRepulsionComponent::HandleMovementBaseChanged(Object* MovementBaseObject, FName BoneName); // 0x74E01E0
FortPawnSpinParamsObj* FortPawnSpinParamsObj::BP_CreateFortPawnSpinParamsObjInstance(); // 0x650DB70
void FortPhysicsObjectComponent::IgnorePawnForBasing(FortPawn* Pawn, bool bIgnoreBasing, float OptionalIgnoreTime); // 0x7500F78
void FortPhysicsObjectComponent::IgnorePawnForCollision(FortPawn* Pawn, bool bIgnore, bool bIgnoreQueryCollision); // 0x750150C
void FortPhysicsCarryableComponent::NetMulticast_LaunchExplosionAffectedCharacter(FortPawn* PawnToLaunch, FVector ImpulseVelocity); // 0x64A1B76
void FortPhysicsAnalytics::FireTelemetryEvent_OnPhysicsFellableDestroyed(FortPlayerController* FortPC, Actor* FellableActor, Actor* DamageCauser, FGameplayTagContainer DamageTags, bool bFallTowardsEnemy); // 0x74E3550
bool FortPhysicsCarryableComponent::DoesSpawnerAuthorizePickup(FortPlayerPawn* InstigatorPawn); // 0x1F94C
FortPawnMovementOverridesSubsystem* FortPawnMovementOverridesSubsystem::GetCustomOverridesDataTable(); // 0x1036F34E
Actor* FortPawnMovementOverridesSubsystem::RegisterMovementOverridePreset(FName PresetName, FMovementOverrideRuntimePreset Preset); // 0x74BDD88
FName FortPawnMovementOverridesSubsystem::CreateRowForPawnStatsOverride(FortPlayerPawnStats CustomStats, FName RowName); // 0x74BD958
FortMovementOverrideData* FortPawnMovementOverridesSubsystem::ApplyMovementOverrideData(Actor* ContextActor, float Priority); // 0x74BC35E
void FortPawnMovementOverridesSubsystem::ApplyMovementOverrideDataByTag(FGameplayTag Tag, Actor* ContextActor, float Priority); // 0x74BD076
void FortPawnMovementOverridesSubsystem::RemoveMovementOverrideData(FortMovementOverrideData* Data, FortPawnMovementOverridesSubsystem* ContextActor); // 0x74BEC56
Actor* FortPawnPhysicsRepulsionComponent::HandleComponentHit(PrimitiveComponent* HitComponent, PrimitiveComponent* OtherComp, FVector NormalImpulse, FHitResult Hit); // 0x74DF2E2
void FortPawnPhysicsRepulsionComponent::HandleComponentPhysicsStateChange(PrimitiveComponent* ChangedComponent, EComponentPhysicsStateChange StateChange); // 0x74DFC04
float FortPawnPhysicsRepulsionComponent::GetCapsuleMass(); // 0x105E98DA
void FortPawnMovementOverridesSubsystem::RemoveMovementOverrideDataByTag(FGameplayTag Tag, FortPawnMovementOverridesSubsystem* ContextActor); // 0x74BF79C
void FortPawnMovementOverridesSubsystem::UnregisterMovementOverridePreset(FName PresetName); // 0x74C01AA
void FortPlayerAnimationComponent::OnWeaponEquipped(FortWeapon* NewWeapon, FortPlayerAnimationComponent* PrevWeapon); // 0x65D01BA
void FortPlayerControllerComponent_RespawnOnDeath::OnRespawningPawnPossessed_BP(FortPlayerControllerComponent_RespawnOnDeath* InPawn); // 0x1F94C
void FortPlayerControllerComponent_RespawnOnDeath::ServerClientIsReadyToRespawn(); // 0x1007C5AA
void FortPlayerControllerComponent_RespawnOnDeath::OnRep_DroneManager(); // 0x1029523A
FVector FortPlayerControllerComponent_RespawnOnDeath::BP_CalculateRespawnLocation(FVector InRespawnLocation); // 0x66C9FD4
void FortPlayerControllerComponent_RespawnOnDeath::OnDroneManagerFinished(FortPlayerControllerComponent_RespawnOnDeath* DroneManager); // 0x66CA21C
void FortPlayerControllerComponent_Xp::OnRep_BoosterCalculator(); // 0x10C1664A
void FortPlayerDBNOInterrogatedParams::BreakParams(FortPlayerPawn* OutInterrogatedPlayer, FortPlayerDBNOInterrogatedParams* OutInterrogatedBy); // 0x719D06E
FortPlayerPawn* FortPlayerDBNOInterrogatedParams::SetParams(Controller* InInterrogatedBy, FortPlayerDBNOInterrogatedParams* ThisParam); // 0x71A2CC2
FortPlayerPawn* FortPlayerDBNOEnterParams::SetParams(); // 0x719D4BC
FortPlayerControllerContext* FortPlayerControllerContext::GetControllerFromContext(); // 0x1008A080
void FortPlayerDBNOEnterParams::BreakParams(FortPlayerPawn* _KilledPlayer); // 0x719D06E
TArray<FortPlayerStateAthena*> FortPlayerBountyGameplayAbility::GetTrackedBountyHunters(); // 0x10137E9A
void FortPlayerControllerAthenaXPComponent::ClientInitFromQuestService(FString SeasonTemplate, int32 PlayerCurrentLevel, int32 PlayerCurrentXp); // 0x66C83D0
void FortPlayerAnimationInterface::SetWeaponCoreAnimAssetsOverride(FortPlayerAnimAssets PlayerAnimAssetsOverride, EFortWeaponCoreAnimation WeaponCoreAnim); // 0x65D4BDA
EFortWeaponCoreAnimation FortPlayerAnimationInterface::GetWeaponCoreAnim(); // 0x101B719C
void FortPlayerAnimationInterface::ResetWeaponCoreAnimAssetsOverride(EFortWeaponCoreAnimation WeaponCoreAnim); // 0x65D1350
void FortPlayerControllerAthenaXPComponent::ClientMedalsRecived(TArray<FAthenaAccolades> Medals); // 0x66C898C
void FortPlayerControllerComponent_DynamicXp::Client_DisplayAggregatedXpRewards(int32 XpToDisplay); // 0x66C8BC8
void FortPlayerControllerComponent_RespawnOnDeath::BP_BeginRespawnSequence(FortPlayerControllerComponent_RespawnOnDeath* Pawn); // 0x1F94C
void FortPlayerControllerAthenaXPComponent::ServerUpdatePSASeasonLevelUIDisplay(int32 NewCurrentUILevel); // 0x66C8BC8
void FortPlayerControllerAthenaXPComponent::OnRep_HasBRMatchReportCompletedProfileVer(); // 0x1029390C
void FortPlayerControllerAthenaXPComponent::OnXpEvent(FXPEventInfo XPEvent); // 0x10293934
void FortProjectileMoveComp_Chase::MulticastAddExternalForce(FChaseExternalForce ExternalForce); // 0x6A38660
FortPlayerControllerSpectating* FortReplaySpectatorConfigComponent::OnFollowedPlayerChanged(FortReplaySpectatorConfigComponent* NewFollowedPlayer); // 0x7642568
float FortSchematicItemDefinition::GetCraftingTimeForCharacter(int32 Level, FortPlayerPawn* FortPawn); // 0x76D53A2
void FortQuestManagerComponent_Campaign::HandleQuestObjectiveUpdated(FortPlayerController* QuestOwner, FortQuestItemDefinition* QuestDef, FName BackendName, int32 CompletionCount, int32 DeltaChange, FortPlayerState* AssistingPlayer, EFortQuestObjectiveStatEvent StatEvent); // 0x760A40E
void FortQuestIconComponent::OnOwnerObjectiveUpdated(FortPlayerController* PlayerController, bool bQuestCompleted); // 0x6A42298
void FortQuestIconComponent::OnQuestStageChanged(FortPlayerController* PlayerController, int32 UpdatedQuestStage); // 0x6A42EC8
FText FortSmartObjectInteractExtensionComponent::BP_GetInteractionStringExtension(FText CurrentText, FortPawn* InteractingPawn, EInteractionBeingAttempted InteractionBeingAttempted, int32 SelectedSlotIndex); // 0x6A46758
bool FortSmartObjectInteractionComponent::BlueprintOnLocalInteract(FortPlayerPawn* InteractingPawn, EInteractionBeingAttempted InteractionBeingAttempted); // 0x1F94C
bool FortSoundIndicatorInterface::ShouldShowSoundIndicator(FortPlayerController* PlayerController); // 0x6D43488
void FortSmartObjectInteractionComponent::BlueprintOnInteract(FortPawn* InteractingPawn, EInteractionBeingAttempted InteractionBeingAttempted); // 0x1F94C
bool FortSmartObjectInteractionComponent::BlueprintCanInteract(FortPawn* InteractingPawn, EInteractionBeingAttempted InteractionBeingAttempted, TInteractionType InteractionType); // 0x1F94C
FText FortSmartObjectInteractionComponent::BlueprintGetInteractionString(FortPawn* InteractingPawn, EInteractionBeingAttempted InteractionBeingAttempted); // 0x1F94C
bool FortProjectileSegmentedCollisionComponent::GetCollisionSegment(int32 SegmentIndex, FCollisionSegmentData OutData); // 0x78644BC
bool FortProjectileSegmentedCollisionComponent::ModifyCollisionSegment(int32 SegmentIndex, FCollisionSegmentData NewData); // 0x7864A0E
void FortProjectileSegmentedCollisionComponent::EnableCollisionSegment(int32 SegmentIndex, bool bEnabled); // 0x7863FAC
bool FortProjectileMovementInterface::ShouldClampTravelDistance(); // 0x6E8B8E4
bool FortProjectilePassThroughComponent::ShouldProjectilePassThrough(FortProjectileBase* Projectile); // 0x64AB89C
void FortProjectileSegmentedCollisionComponent::RuntimeInitializeCollisionSegments(TArray<FCollisionSegmentData> InCollisionSegments); // 0x7864F7A
Object* FortQuestBlueprintLibrary::BP_GetFortPawnFromObject(EObjectValidPins Branch, FortQuestBlueprintLibrary* FortPawn); // 0x75C01E8
void FortQuestIconComponent::OnOwnerCustomUpdateObjective(FortPlayerController* PlayerController, int32 AchievedCount, int32 RequiredCount); // 0x6A41CD8
bool FortProximityChatConditionBase::CanListenerHearSpeaker(FortPlayerState* Speaker); // 0x469B2A6
void FortProjectileSegmentedCollisionComponent::SetIgnoredActors(TArray<Actor*> InIgnoredActors); // 0x78651A8
TArray<FCollisionSegmentHit> FortProjectileSegmentedCollisionComponent::TickCollisionCheck(); // 0x10E44EA0
FTransform FortTargetSelectionInterface::GetTargetingTransform(EFortAbilityTargetingSource Source, FortGameplayAbility* SourceAbility); // 0x6523272
void FortVehicleInterface::AddVehicleActionNamesAndLabels(FortPlayerPawn* FortPlayerPawn, TArray<FName> SeatActionNames, TArray<FText> SeatActionLabels); // 0x6EC3AA6
TArray<FortPlayerPawn*> FortVehicleInterface::BP_GetAllPassengers(); // 0x11FE738
bool FortUsabilityExpFunctionLibrary::GetDiscoveryReduxExperimentValue(PlayerController* FortPlayerController); // 0x6D2C27C
FortUICameraFrameTargetSettings FortUICameraFramingFunctionLibrary::CalculateCharacterBoundsForZoomedCameraFraming(FortPlayerPawn* PlayerPawn, FName UICameraFramingSocketNameOverride); // 0x6940998
bool FortUsabilityExpFunctionLibrary::GetDiscoverUpdate2026ExperimentValue(PlayerController* FortPlayerController); // 0x6D2C066
bool FortVehicleInterface::EjectPlayerPawn(FortPlayerPawn* InPlayerPawn); // 0x6EC6B78
FName FortVehicleInterface::GetVehicleChangeSeatActionName(FortPlayerPawn* FortPlayerPawn); // 0x6EC9674
FortVehicleInterface* FortVehicleInterface::GetVehicleController(FortPlayerPawn* PlayerPawn); // 0x6EC98CE
void FortVehicleInterface::GetVehicleActionDisplayData(FortPlayerPawn* FortPlayerPawn, TArray<FActionDefToDisplay> SeatActions); // 0x6EC928E
int32 FortVehicleInterface::FindSeatIndex(FortPlayerPawn* PlayerPawn); // 0x6EC71DA
TArray<FortPlayerPawn*> FortVehicleInterface::GetAllNonDriverPassengers(); // 0x1078AAF8
FortPlayerController* FortToggledEditModeParams::BreakParams(BuildingSMActor* EditableActor, bool InEditMode); // 0x71A1F58
FortPlayerController* FortToggledEditModeParams::SetParams(BuildingSMActor* InEditableActor, bool InEditMode, FortToggledEditModeParams* ThisParam); // 0x71A257E
FortPlayerController* FortToggledCursorModeParams::SetParams(bool InCursorMode, FortToggledCursorModeParams* ThisParam); // 0x71A1978
FTransform FortTargetingUtils::GetPlayerCameraTargetingTransform(FortPawn* FortPawn, bool bCheckForObstacle, FVector Offset); // 0x77057BA
void FortToggledCursorModeParams::BreakParams(FortPlayerController* _PlayerThatToggledCursorMode, bool InCursorMode); // 0x719DA60
bool FortToyContext::ConditionalPrintToMessageFeed(FortPlayerState* Instigator, FVector MessageLocation, EMessageFeedRelationshipFilter RelationshipFilter, FText Message); // 0x670CEAE
void FortToyInterface::InitializeToyInstance(FortPlayerController* OwningPC, int32 NumTimesSummoned); // 0x1F94C
FortUICameraFrameTargetBounds FortUICameraFramingFunctionLibrary::CalculateCharacterBoundsForCameraFraming(FortPlayerPawn* PlayerPawn); // 0x69406CA
FText FortToyContext::PickToyOwnerNameStyle(FortPlayerState* Instigator); // 0x670DD3C
FText FortToyContext::FormatPlayerNameForDisplay(FortPlayerState* Subject, EMessageFeedSubject SubjectType); // 0x670D6E8
FString FortToyContext::GetFilteredPlayerName(FortPlayerState* Instigator); // 0x670DAE2
void FortProjectileMovementComponent::SetHomingStyle(EFortHomingStyle NewHomingStyle, bool ResetHomingTurnSpeedTimer); // 0x6A3D1A6
Actor* FortProjectileMovementComponent::SetHomingTarget(FortProjectileMovementComponent* HomingTargetComp); // 0x6A3D592
void FortProjectileMovementComponent::SetHomingLockTargetDistanceThreshold(float NewDistanceThreshold); // 0x6A3CF90
void FortProjectileMovementComponent::SetHomingData(FProjectileHomingData NewHomingData); // 0x6A3CB12
void FortProjectileMovementComponent::SetHomingLaserTargetDistance(float NewDistance); // 0x6A3CD7A
void FortProjectileMovementComponent::SetHomingTargetOffset(FVector NewHomingOffset, bool bScaleTargetOffsetWithCapsuleHeight); // 0x6A3D968
void FortProjectileMovementComponent::SetHomingTurnSpeedMin(float NewHomingTurnSpeedMin); // 0x6A3E3CA
void FortProjectileMovementComponent::SetReplicatedAutoRegisterUpdatedComponent(bool bInReplicatedAutoRegisterUpdatedComponent); // 0x6A3E5E0
void FortProjectileMovementComponent::SetHomingTurnSpeedMax(float NewHomingTurnSpeedMax); // 0x6A3E1B4
void FortProjectileMovementComponent::SetHomingTargetPosition(FVector HomingTargetPosition); // 0x6A3DD82
void FortProjectileMovementComponent::SetHomingTimeUntilMaxTurnSpeed(float NewTimeUntilMax); // 0x6A3DF9E
void FortProjectileMoveComp_Slider::ZeroOutSuspensionTension(); // 0x1050E628
EFortHomingStyle FortProjectileMovementComponent::GetInitalHomingStyle(); // 0x1050E6A2
void FortProjectileMoveComp_Slider::SetSuspensionEnabled(bool bInEnableSuspensionUp, bool bInEnableSuspensionDown); // 0x6A3A5BE
void FortProjectileMoveComp_Chase::SetChaseTarget(SceneComponent* InChaseTarget, FName InSocketName, float InTargetReachedDistance, bool bInHomeOnChaseTarget); // 0x6A388A4
void FortProjectileMoveComp_Drunk::SetDrunkConfig(FProjectileMovementDrunkConfig NewConfig); // 0x6A399D6
void FortProjectileMovementComponent::OnRep_FortStopSimulatingRepData(); // 0x1050E6BC
void FortProjectileMovementComponent::SetAccelerationMagnitude(float InAccelerationMagnitude); // 0x6A3C69A
void FortProjectileMovementComponent::SetDesiredDirection(FVector Direction); // 0x6A3C8CE
void FortProjectileMovementComponent::OnRep_ReplicatedVelocity(); // 0x139BFEA
void FortProjectileMovementComponent::OnRep_HomingData(); // 0x1050E6D6
void FortProjectileMovementComponent::OnRep_ReplicatedAutoRegisterUpdatedComponent(); // 0x1050E6F0
void FortProjectileMovementComponent::SetReplicatedStopSimulatingData(FHitResult HitResult); // 0x6A3E822
void FortProjectileMovementInterface::SetHomingLockTargetDistanceThreshold(Actor* SelfActor, float NewDistanceThreshold); // 0x6E89688
void FortProjectileMovementInterface::SetHomingStyle(Actor* SelfActor, EFortHomingStyle NewHomingStyle, bool ResetHomingTurnSpeedTimer); // 0x6E89A6A
void FortProjectileMovementInterface::SetHomingLaserTargetDistance(Actor* SelfActor, float NewDistance); // 0x6E892A6
void FortProjectileMovementInterface::SetDesiredDirection(Actor* SelfActor, FVector Direction); // 0x6E88AC2
void FortProjectileMovementInterface::SetHomingData(Actor* SelfActor, FProjectileHomingData NewHomingData); // 0x6E88E80
Actor* FortProjectileMovementInterface::SetHomingTarget(Actor* SelfActor, FortProjectileMovementInterface* HomingTargetComp); // 0x6E8A016
void FortProjectileMovementInterface::SetHomingTurnSpeedMax(Actor* SelfActor, float NewTurnSpeedMin); // 0x6E8B120
void FortProjectileMovementInterface::SetHomingTurnSpeedMin(Actor* SelfActor, float NewTurnSpeedMin); // 0x6E8B502
void FortProjectileMovementInterface::SetHomingTimeUntilMaxTurnSpeed(Actor* SelfActor, float NewTimeUntilMax); // 0x6E8AD3E
void FortProjectileMovementInterface::SetHomingTargetOffset(Actor* SelfActor, FVector NewHomingOffset); // 0x6E8A5C2
void FortProjectileMovementInterface::SetHomingTargetPosition(Actor* SelfActor, FVector HomingTargetPosition); // 0x6E8A980
FVector FortProjectileMovementInterface::GetCurrentLocation(); // 0x6E88644
FortProjectileMovementInterface* FortProjectileMovementInterface::GetFortProjectileMovementComponent(); // 0xD7921B2
void FortProjectileMovementComponent_FloorSnapped::OnRep_CurrentGravity(); // 0x1050ED08
void FortProjectileMovementComponent::SetVelocity(FVector InReplicatedVelocity); // 0x6A3EA7C
void FortProjectileMovementComponent::SetWaterInteractionComponent(FortProjectileMovementComponent* WaterComponent); // 0x6A3ECA2
FortProjectileMovementInterface* FortProjectileMovementInterface::GetInstigatorPlayerController(); // 0x10075AE4
void FortProjectileMovementInterface::OnReachedLockTargetDistanceThreshold(); // 0x1F94C
void FortProjectileMovementInterface::SetAccelerationMagnitude(Actor* SelfActor, float InAccelerationMagnitude); // 0x6E886DE
void FortProjectileMovementInterface::OnHomingPassedTarget(); // 0x1F94C
float FortProjectileMovementInterface::GetMaxTravelDistanceSquared(); // 0x6E886B2
bool FortProjectileMovementInterface::IsProjectileBeingKilled(); // 0xE16DAF2
void FortNonPlayerConversationParticipantComponent::TransmitHideConversation(FortNonPlayerConversationParticipantComponent* FortPlayerController); // 0x1F94C
void FortNonPlayerConversationParticipantComponent::TransmitMaterialUpdateIndex(FortPlayerController* FortPlayerController, int32 Index, bool UpdateArt01); // 0x1F94C
void FortNonPlayerConversationParticipantComponent::TransmitEventChoice(FortPlayerController* FortPlayerController, int32 EventNumber); // 0x1F94C
void FortNonPlayerConversationParticipantComponent::TransmitBoxUIColorUpdate(FortPlayerController* FortPlayerController, BoxUITarget ElementToUpdate, FLinearColor Color); // 0x1F94C
void FortNonPlayerConversationParticipantComponent::TransmitCharactersPerSecondUpdate(FortPlayerController* FortPlayerController, float CharactersPerSecond); // 0x1F94C
void FortNonPlayerConversationParticipantComponent::TransmitSpeakerName(FortPlayerController* FortPlayerController, FText SpeakerName); // 0x1F94C
void FortPawnComponent_Convert::AddToPreConversionFactions(FGameplayTag FactionTag); // 0x69F9162
void FortPawnComponent_Convert::AppendConverterAbilitiesToAssignConverted(FortPawnComponent_Convert* AbilitySetForConverted); // 0x69F9386
void FortOutpostFunctionLibrary::TransferItemToStorage(FortPlayerController* player, FortWorldItem* Item, int32 Count); // 0x76E7774
void FortOffhandComponent::OnWeaponEquipped(FortWeapon* NewWeapon, FortOffhandComponent* PrevWeapon); // 0x69F8D2E
void FortOutpostFunctionLibrary::TransferItemFromStorage(FortPlayerController* player, FortWorldItem* Item, int32 Count); // 0x76E71F2
void FortMovementComp_Character::EventCallback_OnCapsuleHalfHeightFortPawnChanged(float NewHalfHeight); // 0x7ACE21C
FortMovementMode_ExtLeap* FortMovementMode_ExtLeap::TryActivateLeapMME_GetRef(FortPawn* TargetPawn, Class* LeapMME); // 0x71BE880
FVector2D FortMovementBlueprintLibrary::GetLocalMoveInputVector(FortPawn* InPawn, bool bIncludeAutoRun, bool bZeroIfMoveInputIsIgnored); // 0x71AF408
bool FortMovementBlueprintLibrary::GetLocalCrouchInputPressed(FortPlayerController* InController, bool bZeroIfMoveInputIsIgnored); // 0x71AEC58
bool FortMovementBlueprintLibrary::GetLocalJumpInputPressed(FortPlayerController* InController, bool bZeroIfMoveInputIsIgnored); // 0x71AF030
FortMovementMode_ExtTargetedJump* FortMovementMode_ExtTargetedJump::TryActivateRegisteredTargetedJumpMME(FortMovementMode_TargetedJumpCreationData CreationData, FortPawn* TargetPawn); // 0x71C02DE
FortPlayerController* FortNonPlayerConversationParticipantComponent::GiveItemsToPlayer(TArray<FNPCChosenItemData> ItemsToGive); // 0x6A774FC
void FortNonPlayerConversationParticipantComponent::TransmitAnimUpdate(FortPlayerController* FortPlayerController, ConversationDeviceBoxSpeakerAnimType AnimToPlay, float CustomAnimIndex); // 0x1F94C
bool FortNonPlayerConversationParticipantComponent::CanStartConversationWith(FortPlayerController* PlayerController); // 0x6A772D6
void FortNewPlayerHasBegunPlayParams::SetParams(FortPlayerController* _NewPlayerPC, FortNewPlayerHasBegunPlayParams* ThisParam); // 0x719BACE
FortPlayerController* FortNewPlayerParams::SetParams(FortNewPlayerParams* ThisParam); // 0x719BACE
void FortPawnComponent_Convert::AppendConverterAbilitiesToAssignConvertedWithTags(FGameplayTagQuery TagsMatchingConverted, FortPawnComponent_Convert* AbilitySetForConverted); // 0x69F959A
int32 FortPawnComponent_Convert::GetNumConvertedPawns(EConvertedType SpecificConvertedType); // 0x69FA210
bool FortPawnComponent_Convert::GetOnlyLeaderInteraction(); // 0x104EBBA0
int32 FortPawnComponent_Convert::GetMaxConvertedNPC(); // 0x104EBB24
bool FortPawnComponent_Convert::GetIsSwitchingToNewOwner(); // 0x104EBA5E
int32 FortPawnComponent_Convert::GetMaxConvertedCreature(); // 0x104EBAE6
FLinearColor FortPawnComponent_Convert::GetUIColor(); // 0x104EBBBA
Actor* FortPawnComponent_Convert::OnConvertedPawnDied(float Damage, FVector HitLocation, PrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum); // 0x69FAFA2
void FortPawnComponent_Convert::OnConverterStartedEmote(FortItemDefinition* MontageItemDef, FortPawnComponent_Convert* PawnEmoting); // 0x69FBCF6
void FortPawnComponent_Convert::HideIndicatorMarker(); // 0x104EBE68
Controller* FortPawnComponent_Convert::HandleControllerChanged(Pawn* Pawn, FortPawnComponent_Convert* NewController); // 0x69FA466
void FortPawnComponent_Convert::HandlePlayerDisconnecting(FortPlayerController* Controller, FString DevReason, bool bGracefulDisconnect); // 0x69FA9EE
bool FortPawnComponent_Convert::GetCanBeConvertedFromDBNO(); // 0x104EB79C
bool FortPawnComponent_Convert::GetCanConvert(); // 0x104EB7BC
bool FortPawnComponent_Convert::GetCanBeConverted(); // 0x104EB77E
float FortPawnComponent_Convert::CalculateConvertDamageFromPickupTags(FGameplayTagContainer Tags, float Level); // 0x69F99E4
void FortPawnComponent_Convert::ClientRegisterConvertPawn(FortPawnComponent_Convert* ConvertedPawn); // 0x40A7D4C
TArray<FortPawn*> FortPawnComponent_Convert::GetConvertedPawns(EConvertedType SpecificConvertedType); // 0x69F9FDA
uint8 FortPawnComponent_Convert::GetConverterSquadId(); // 0x104EB9D4
float FortPawnComponent_Convert::GetConvertTimeDBNO(); // 0x104EBA40
FortPawnComponent_Convert* FortPawnComponent_Convert::GetConverterPlayerState(); // 0x104EB9A6
EConvertedType FortPawnComponent_Convert::GetConvertedType(); // 0x104EB916
FortPawnComponent_Convert* FortPawnComponent_Convert::GetConverterPawn(); // 0x104EB930
FortMinigameSpawnerComponent* FortMinigameSpawnerComponent::SpawnPickupFromSpawnParams(FMinigameSpawnerSpawnParams SpawnParams, Class* PickupClass, FVector Position, FVector Direction, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup, EFortPickupSourceTypeFlag SourceType, EFortPickupSpawnSource Source, FortPlayerController* OptionalOwnerPC, bool bPickupOnlyRelevantToOwner); // 0x71314B0
void FortMinigameStatsComponent::AccumulateStatForPlayer(FortPlayerState* InPlayer, FortMinigameStatFilter* InFilter, int32 InValue, bool bGameTotal); // 0x713868C
bool FortMinigameScoreboardComponent::GetScoreboardRowForPlayer(FortPlayerState* PlayerState, FMinigameScoreboardPlayerRow OutScoreboardRow, TArray<FortMinigameStatFilter*> SortOrder, FMinigameScoreboardRowParams InParams); // 0x7126166
bool FortMinigamePlayerSpawnComponent::ForceRespawn(FortPlayerState* PlayerState, FGameplayTagContainer RespawnReasons); // 0x711E1BC
bool FortMinigamePlayerSpawnComponent::GetAirSpawnLocation(FVector OutLocation, FRotator OutRotation, FortPlayerStateAthena* PlayerState); // 0x711E692
FortPlayerState* FortMinigameStatsComponent::AddStatToPlayer(FortMinigameStatFilter* InFilter, int32 InValue); // 0x69E4BA4
void FortMinigameStatsComponent::SetLapTimeStat(FortPlayerController* PlayerController, float LapTimeSeconds); // 0x45841F6
void FortMinigameStatsComponent::SetRaceTimeStat(FortPlayerController* PlayerController, float RaceTimeSeconds); // 0x45841F6
bool FortMinigameStatsComponent::IsPlayerOnRoundWinningTeam(FortPlayerState* PlayerState); // 0x713ED00
FortMinigameStatsComponent* FortMinigameStatsComponent::GetTrackedStat(EFortQuestObjectiveStatEvent Type, FortPlayerController* PlayerController, FGameplayTagContainer TargetTags, FGameplayTagContainer SourceTags, FGameplayTagContainer ContextTags, int32 OutIndex); // 0x713D8AE
bool FortMinigameStatsComponent::IsPlayerOnGameWinningTeam(FortPlayerState* PlayerState); // 0x713EAE4
void FortMcpCollectableCharacter::SavePlayerQuestUpdate(FortPlayerController* FPC, FGameplayTag Variant, ESavePlayerQuestUpdate Update); // 0x71D0218
EFortCollectedState FortMcpCollectableFish::AddToPlayerCollection(FortPlayerController* FPC, FGameplayTag Variant, FortMcpCollectedFishProperties Props, FGameplayTagContainer ContextTags); // 0x71D108A
EFortCollectedState FortMcpCollectableCharacter::AddToPlayerCollection(FortPlayerController* FPC, FGameplayTag Variant, FortMcpCollectedCharacterProperties Props, FGameplayTagContainer ContextTags, ECharacterEncounterType EncounterType); // 0x71CF598
void FortMangDataTrackerComponent::OnBotPawnDBNOStatusChanged(FortPawn* FortPawn, bool bIsDBNO); // 0x6F475E4
void FortMatchmakingSettingsAnalytics::FireEvent_MatchmakingSettingsUpdate_BP(FortPlayerController* FortPC, TArray<FAnalyticsEventAttr> InitialOptions, TArray<FAnalyticsEventAttr> FinalOptions, bool bResult); // 0x649A9D4
void FortMcpContext::SetAffiliateName(FortPlayerController* FortPC, FString Name, FString SourceName, DelegateProperty OnAffilateNameSetAcknowledged); // 0x72DE402
void FortMiniMapComponent_Discoverable::SetVisibilityForPlayer(FortPlayerController* PlayerController, EMiniMapComponentDiscoverableVisibility Visibility); // 0x45EFA88
bool FortMinigameItemListComponent::CanEditItemListComponent(FortPlayerController* PlayerController); // 0x711964A
EMiniMapComponentDiscoverableVisibility FortMiniMapComponent_Discoverable::GetVisibilityForPlayer(FortPlayerController* PlayerController); // 0x683EE98
void FortMediaRegionLockComponent::GetRegionLockApproval(FortPlayerController* FortPC, FString UseURL, FString Data); // 0x6E3FA62
EMiniMapComponentDiscoverableVisibility FortMiniMapComponent_Discoverable::GetPlayersSetVisibility(FortPlayerController* PlayerController); // 0x683EC7C
void FortMinigameStatsComponent::SetStatForPlayer(FortPlayerState* InPlayer, FortMinigameStatFilter* InFilter, int32 InValue, bool bGameTotal); // 0x7144260
bool FortMontageItemDefinitionBase::CanAccessMontageItem(FortPlayerController* FortPC); // 0x6B04696
bool FortMontageItemDefinitionBase::CanActivateMontageItem(FortPlayerController* FortPC, FGameplayTagContainer OutFailureTags); // 0x6B049C4
bool FortMobileUtils::AreTouchControlsActive(FortPlayerController* FortPC); // 0x71A5AA0
Object* FortMissionLibrary::TeleportPawnNearLocation(FortPawn* Pawn, FVector DestLocation); // 0x718E556
bool FortMissionLibrary::TeleportPlayerPawn(FortPlayerPawn* PlayerPawn, FVector DestLocation, FRotator DestRotation, bool bIgnoreCollision, bool bIgnoreSupplementalKillVolumeSweep); // 0x718EADA
TSoftObjectPtr<FortMontageItemDefinitionBase> FortMontageItemDefinitionBase::GetAnimation(EFortCustomBodyType BodyType, EFortCustomGender Gender, FortPlayerPawn* PawnContext); // 0x6B0625A
FName FortMontageItemDefinitionBase::PickMontageSection(AnimMontage* Montage, FortPawn* FortPawn); // 0x6B07DAC
bool FortMontageItemDefinitionBase::ShouldHolsterWeapon(FortPawn* FortPawn); // 0x6B08412
FName FortMontageItemDefinitionBase::PickCosmeticDrivenSectionByName(FortPawn* PawnPlayingMotage); // 0x6B07B7C
TSoftObjectPtr<FortMontageItemDefinitionBase> FortMontageItemDefinitionBase::GetFrontendPreviewAnimation(EFortCustomBodyType BodyType, FortPlayerPawn* PreviewPawn, EFortCustomGender Gender); // 0x6B06DC6
bool FortMontageItemDefinitionBase::IsItemEmoteWheelExclusive(FortPlayerController* FortPC); // 0x6B0794E
void FortMissionBlueprintLibrary::RemovePlayerCallbackFromObjective(FortPlayerController* PlayerController, FortQuestItemDefinition* QuestItemDefinition, FName QuestObjectiveBackendName); // 0x71718C6
void FortMissionBlueprintLibrary::SkydiveFromLocation(bool bFromBus, FortPlayerPawn* InPawn, FVector FallLocation, FortMissionBlueprintLibrary* GliderOverride); // 0x71723DA
FortPlayerController* FortMissionBlueprintLibrary::BindPlayerToObjective(FortQuestItemDefinition* QuestItemDefinition, FName QuestObjectiveBackendName, DelegateProperty OnObjectiveUpdatedDelegate); // 0x71711BE
void FortMinigameTeamComponent::GetTeamMembers(uint8 TeamIndex, TArray<FortPlayerState*> OutTeamMembers); // 0x714F6B0
bool FortMinigameTeamComponent::SetTeamForPlayer(FortPlayerState* PlayerState, uint8 NewTeam, bool bTemporary, bool bChangeTeamWithoutRespawn, bool bResetVitalsOnSwitch, EClearItemOnSwitchRules eClearItemsRule, FGameplayTag Cause); // 0x7150AD6
void FortMissionLibrary::GiveMissionRewardsToPlayer(Object* WorldContextObject, FGuid EventGuid, FortPlayerController* PlayerController, FText TitleText, FText DescriptionText, FName LootTierGroup, int32 LootTier, float RewardDisplayTime); // 0x7181BC8
int32 FortMissionLibrary::NumBluGloFromPlayerState(FortPlayerStateZone* PlayerState); // 0x7185546
Object* FortMissionLibrary::SpawnAndCollectPlayerPickups(FortPlayerController* PlayerController, FVector StartPosition, FName LootTierGroup, int32 LootTier); // 0x7187B7A
int32 FortMissionLibrary::NumBluGloFromPlayerPawn(FortPlayerPawn* PlayerPawn); // 0x7185334
void FortMissionLibrary::GiveMissionRewardsToPlayerAsPickups(Object* WorldContextObject, FGuid MissionGUID, FortPlayerController* PlayerController, FVector StartPosition, float Radius, FName LootTierGroup, int32 LootTier); // 0x71831AC
bool FortMissionLibrary::GiveMissionSchematicItemDirectlyToPlayer(Object* WorldContextObject, FortPlayerController* TargetPlayer, FGuid MissionGUID, FortSchematicItemDefinition* SchematicDefinition); // 0x7183D6E
FortItemDefinition* FortPawnComponent_Convert::OnConverterStoppedEmote(FortPawnComponent_Convert* PawnEmoting); // 0x69FC0C2
void FortPawnComponent_Sequencer::BoundSequenceOnPause(); // 0x100560B0
void FortPawnComponent_Sequencer::BoundSequenceOnPlay(); // 0xF579076
void FortPawnComponent_Sequencer::BoundSequenceOnFinished(); // 0x1011A8A0
void FortPawnComponent_PlayerUsingSmartObject::OnRep_WeaponHolsteredBySO(); // 0x104F38CA
void FortPawnComponent_PlayerUsingSmartObject::ServerForceStopSmartObjectInteractions(FPlayerUsingSOStopRequest Request); // 0x6A08238
void FortPawnComponent_Sequencer::BoundSequenceOnStopped(); // 0x1040EA30
void FortPawnComponent_Sequencer::OnRep_ServerBoundSceneSequenceBindingID(); // 0x104F4D4A
void FortPawnComponent_Sequencer::SetAboutToBeBoundByNPC(); // 0x104F4E3A
void FortPawnComponent_Sequencer::OnPawnDestroyed(); // 0xE8C0C90
bool FortPawnComponent_Sequencer::CanBeBoundByNPC(); // 0x104F4D1E
EPawnBindingType FortPawnComponent_Sequencer::GetNPCPawnBindingType(); // 0x10492E12
FortWeapon* FortPawnComponent_PlayerUsingSmartObject::HandleOwnerEquippedWeapon(FortPawnComponent_PlayerUsingSmartObject* PrevWeapon); // 0x524F58A
void FortPawnComponent_PlayerUsingSmartObject::HandleOwnerPawnDied(FortPawnComponent_PlayerUsingSmartObject* DeadPawn); // 0x449C0FC
void FortPawnComponent_PlayerUsingSmartObject::HandleOwnerASCInitialized(FortAbilitySystemComponent* AbilitySystemComponent, FortPawnComponent_PlayerUsingSmartObject* AffectedPawn); // 0x524F58A
void FortPawnComponent_PlayerUsingSmartObject::HandleMovementModeChanged(EMovementMode MovementMode, uint8 CustomMode); // 0x6A0782C
void FortPawnComponent_PlayerUsingSmartObject::HandleMoveRight(float Val); // 0x6A07C26
void FortPawnComponent_PlayerUsingSmartObject::HandleOwnerStoppedEmoteOnClient(FortItemDefinition* MontageItemDef, FortPawnComponent_PlayerUsingSmartObject* PawnEmoting); // 0x6A07E3A
void FortPawnComponent_PlayerUsingSmartObject::OnRep_ReplicatedClientData_FailedWithHumanizedData(); // 0x104F37D6
void FortPawnComponent_PlayerUsingSmartObject::OnRep_RunningSOMinimalData(); // 0x104F381E
void FortPawnComponent_PlayerUsingSmartObject::OnRep_ReplicatedClientData(); // 0x104F3726
void FortPawnComponent_PlayerUsingSmartObject::HandleOwnerTeleported(FortPawnComponent_PlayerUsingSmartObject* FortPawn); // 0x449C0FC
FortItemDefinition* FortPawnComponent_PlayerUsingSmartObject::HandlePawnStartedEmote(FortPawnComponent_PlayerUsingSmartObject* PawnEmoting); // 0x524F58A
void FortPawnComponent_Sequencer::SetNPCPawnBindingType(EPawnBindingType InPawnBindingType); // 0x6A085E8
void FortPawnComponent_Tether::TetheredBoostReleased(); // 0x104F836E
void FortPawnComponent_Tether::TetheredExitPressed(); // 0x104F838E
void FortPawnComponent_Tether::TetheredBoostPressed(); // 0x104F8356
void FortPawnComponent_Tether::ServerRequestTetherJump(); // 0xDB30C60
void FortPawnComponent_Tether::SetViewTargetToTetherPawn(); // 0x104F823E
void FortPawnComponent_Tether::TetheredExitReleased(); // 0x104F84AA
FortPawnDeathReactionEvaluationOutput FortPawnHitReactionModuleBlueprintLibrary::GetAnimMontageForDeathReaction(FortPawn* OwnerFortPawn); // 0x64A0AD6
FortPawnHitReactionEvaluationOutput FortPawnHitReactionModuleBlueprintLibrary::GetAnimMontageForHitReaction(FortPawn* OwnerFortPawn, FGameplayEventData GameplayEventData, ProxyAsset* ProxyAsset); // 0x64A1202
FortPawnCombatIntroReactionEvaluationOutput FortPawnHitReactionModuleBlueprintLibrary::GetAnimMontageForCombatIntroReaction(FortPawn* OwnerFortPawn); // 0x64A06CE
void FortPawnDiedParams::BreakParams(FortPawn* OutKilledPawn, Controller* OutKilledController, Controller* OutKilledBy, FGameplayTagContainer OutTags); // 0x719BED2
Controller* FortPawnDiedParams::SetParams(FortPawn* InKilledPawn, FGameplayTagContainer InTags, FortPawnDiedParams* ThisParam); // 0x719C728
void FortPawnComponent_SpeechBubble::StartCustomSpeech(FText Text, float duration); // 0x6A087F8
void FortPawnComponent_SpeechBubble::StartSpeech(FGameplayTagQuery FilterTagQuery); // 0x6A08CAA
void FortPawnComponent_SpeechBubble::OnRep_SpeechBubbleInfo(); // 0x104F5E8C
FText FortPawnComponent_SpeechBubble::GetSpeechBubbleText(); // 0x104F5DD6
bool FortPawnComponent_SpeechBubble::IsSpeaking(); // 0x104F5E66
void FortPawnComponent_SpeechBubble::StopSpeech(); // 0x104F639E
void FortPawnComponent_Tether::OnRep_TetherPawn(); // 0x104F7BE0
void FortPawnComponent_Tether::ServerReleaseTether(); // 0xD9FFCD6
void FortPawnComponent_Tether::OnRep_TetheredWithoutWeapon(); // 0x104F7878
void FortPawnComponent_Tether::DelayedSetViewTargetToTetherPawn(); // 0x104F757E
void FortPawnComponent_Tether::GamepadTetheredExitAndReloadReleased(); // 0x104F77E4
void FortPawnComponent_CustomDepth::Update(float DeltaTime, bool bForcedUpdate); // 0x6A01CAC
bool FortPawnComponent_Disguise::CanBeRevealed(); // 0x104F045E
void FortPawnComponent_CustomDepth::OnRep_EnableRenderCustomDepth(); // 0x104EFFEA
void FortPawnComponent_CustomDepth::ForceRenderCustomDepthUpdateForAllActors(); // 0x104EFF0C
bool FortPawnComponent_CustomDepth::IsRenderCustomDepthEnabled(); // 0x6A01C90
void FortPawnComponent_Disguise::OnOwnerPawnDamaged(Actor* DamageOnOwnerPawnDamagedActor, float Damage, Controller* InstigatedBy, Actor* DamageCauser, FVector HitLocation, PrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum); // 0x6A0217A
void FortPawnComponent_DynamicDamageZones::AddDamageZoneInfo(FPawnDamageZoneInfo Info); // 0x6A035AA
void FortPawnComponent_DynamicDamageZones::DeactivateAllDamageZones(); // 0x104F176C
void FortPawnComponent_DynamicDamageZones::ActivateDamageZone(FName DamageZoneName); // 0x6A032A0
void FortPawnComponent_Disguise::RevealDisguise(Actor* RevealInstigator, EFortPawnComponent_DisguiseRevealReason RevealReason); // 0x6A02ECE
void FortPawnComponent_DynamicDamageZones::ActivateAllDamageZones(); // 0x104F1672
void FortPawnComponent_Convert::RemoveFromPreConversionFactions(FGameplayTag FactionTag); // 0x69FC494
void FortPawnComponent_Convert::ServerRequestReleaseAllConvertedPawns(EConvertedType SpecificConvertedType, EUnconvertReason UnconvertReason); // 0x69FC6B8
void FortPawnComponent_Convert::OnRep_ConverterPlayerInfo(); // 0x104EC33E
void FortPawnComponent_Convert::OnConverterTeamChange(); // 0xD80B29E
void FortPawnComponent_Convert::OnPingCommand(PingCommandType CommandType); // 0x54B31F8
void FortPawnComponent_Convert::ServerRequestReleaseLastConvertedPawns(EConvertedType SpecificConvertedType, EUnconvertReason UnconvertReason); // 0x69FCA94
FortPawn* FortPawnComponent_Convert::TriggerUnconversion(FortPawn* Unconverted, EUnconvertReason UnconvertReason); // 0x69FD7D6
void FortPawnComponent_Convert::TurnAgainstConverter(FortPawnComponent_Convert* ConvertedPawn); // 0x69FDD56
void FortPawnComponent_Convert::TriggerConversion(FortPawn* Converter, FortPawn* Converted, bool bCanSteal); // 0x69FD0AC
void FortPawnComponent_Convert::SetCanBeConverted(bool bInCanBeConverted); // 0x69FCE70
void FortPawnComponent_Convert::ShowIndicatorMarker(); // 0x104EC638
void FortPawnComponent_DynamicDamageZones::DeactivateDamageZone(FName DamageZoneName); // 0x6A0383C
void FortPawnComponent_PlayerUsingSmartObject::ForceStopSmartObjectInteractionsFromClientToServer(bool bSoftRemoval); // 0x6A068B6
void FortPawnComponent_PlayerUsingSmartObject::ForceStopSmartObjectInteractionsFromClientToServerWithRequest(FPlayerUsingSOStopRequest Request); // 0x6A06ADA
bool FortPawnComponent_PlayerUsingSmartObject::ForceStopSmartObjectInteractions(bool bSoftRemoval); // 0x6892686
bool FortPawnComponent_PlayerUsingSmartObject::BP_PredictedCanInteractWithSmartObject(SmartObjectComponent* SmartObjectComponent, FPlayerUsingSOPredictedQueryConfiguration PredictedQueryConfiguration); // 0x6A06282
TArray<FortSmartObjectPlayerSlotDefinitionData> FortPawnComponent_PlayerUsingSmartObject::CostlyFindAllSmartObjectPlayerSlotData(); // 0x6A0667A
bool FortPawnComponent_PlayerUsingSmartObject::ForceStopSmartObjectInteractionsWithRequest(FPlayerUsingSOStopRequest Request); // 0x6A06D0A
void FortPawnComponent_PlayerUsingSmartObject::HandleJumpInput(bool bPressed); // 0x6A07402
void FortPawnComponent_PlayerUsingSmartObject::HandleMoveForward(float Val); // 0x6A07618
void FortPawnComponent_PlayerUsingSmartObject::HandleInteractInvalid(); // 0x104F34E8
FPlayerUsingSOStopRequest FortPawnComponent_PlayerUsingSmartObject::GetLastAcceptedStopRequest(); // 0x104F3392
bool FortPawnComponent_PlayerUsingSmartObject::GetSmartObjectPlayerSlotRow(FDataTableRowHandle DataTableRowHandle, FortSmartObjectPlayerSlotTableRow OutRow); // 0x6A06F28
bool FortPawnComponent_Focus::GetFocusTarget(FVector OutVector); // 0x6A05442
FText FortPawnComponent_PassiveHealer::GetGreetingPassiveHealingText(); // 0x104F1F9E
void FortPawnComponent_DynamicDamageZones::SetDamageZoneType(FName DamageZoneName, EFortDamageZone DamageZone); // 0x6A04E86
EFortDamageZone FortPawnComponent_DynamicDamageZones::GetDamageZoneType(FHitResult InHitResult); // 0x6A03B0E
Actor* FortPawnComponent_DynamicDamageZones::OnPawnDamaged(float Damage, Controller* InstigatedBy, FVector HitLocation, PrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum); // 0x6A03D7E
void FortPawnComponent_PassiveHealer::OnHealedPlayerStartedEmote(FortItemDefinition* MontageItemDef, FortPawnComponent_PassiveHealer* PawnEmoting); // 0x6A05688
void FortPawnComponent_PassiveHealer::Stop(); // 0xD80B29E
bool FortPawnComponent_PlayerUsingSmartObject::BP_EvaluateCanInteractWithSmartObject(SmartObjectComponent* SmartObjectComponent, EInteractionBeingAttempted InteractionBeingAttempted); // 0x6A05EB4
void FortPawnComponent_PassiveHealer::Start(); // 0xD80B29E
FortItemDefinition* FortPawnComponent_PassiveHealer::OnHealedPlayerStoppedEmote(FortPawnComponent_PassiveHealer* PawnEmoting); // 0x6A05AC8
void FortPawnComponent_PassiveHealer::OnRep_PassiveHealingRunning(); // 0x104F2036
FName FortVehicleInterface::GetVehicleExitActionName(FortPlayerPawn* FortPlayerPawn); // 0x6EC9AF6
FortWeaponModFunctionLibrary* FortWeaponModFunctionLibrary::TryAddPreviewWeaponMod(FortWeapon* PreviewWeapon); // 0x783E7C2
bool FortWeaponModFunctionLibrary::TryAddWeaponMod(FortWeaponModItemDefinition* WeaponModItem, FortWeapon* Weapon); // 0x6B31E24
FortWeaponModFunctionLibrary* FortWeaponModFunctionLibrary::SpawnWeaponModPreviewActor(Object* WorldContextObject, FortWeaponItemDefinition* WeaponItemDef, FTransform Transform); // 0x783E19C
void FortWeaponModFunctionLibrary::RemoveModSetNameFromItemEntry(FortItemEntry ItemEntry); // 0x780F418
void FortWeaponModFunctionLibrary::RemoveModSetNameFromWeapon(FortWeaponModFunctionLibrary* Weapon); // 0x449C0FC
TArray<FortRemoveWeaponModResult> FortWeaponModFunctionLibrary::TryRemoveAllWeaponModsFromWeapon(FortWeapon* Weapon); // 0x783EB98
TSoftObjectPtr<FortWeaponModItemDefinitionOptic> FortWeaponModItemDefinitionOptic::GetOpticPreviewImage(); // 0x10E057CE
TSoftObjectPtr<FortWeaponModItemDefinitionOptic> FortWeaponModItemDefinitionOptic::GetProfilePreviewImage(); // 0x10E058EA
int32 FortWeaponModFunctionLibrary::TrySplitModsFromWeaponPickup(FortPickup* Pickup); // 0x783F18E
bool FortWeaponModFunctionLibrary::TryRemovePreviewWeaponMod(FortWeapon* PreviewWeapon); // 0x783EDB8
bool FortWeaponModFunctionLibrary::TryRemoveWeaponMod(FortWeaponModItemDefinition* WeaponModItem, FortWeapon* Weapon); // 0x6B31E24
FWeaponModStaticMeshBlueprintData FortWeaponModFunctionLibrary::GetModStaticMeshDataForWeapon(FortWeaponItemDefinition* WID); // 0x783C3A4
FortWeaponModFunctionLibrary* FortWeaponModFunctionLibrary::GetRandomWeaponModSetData(FortWeaponItemDefinition* WeaponItemDefinition); // 0x6A46FD8
FWeaponModStaticMeshBlueprintData FortWeaponModFunctionLibrary::GetModStaticMeshDataBySlot(FortWeapon* Weapon, FGameplayTag ModSlotLocationTag); // 0x783BE02
TArray<FortModDisplayData> FortWeaponModFunctionLibrary::GetModDisplayData(FortWeaponItemDefinition* WeaponItemDefinition, FortWeaponModSetData* WeaponModSetData); // 0x783B612
FortWeaponModFunctionLibrary* FortWeaponModFunctionLibrary::GetModSetFromPickup(FortPickup* Pickup); // 0x783BBDC
TArray<StaticMeshComponent*> FortWeaponModFunctionLibrary::GetRuntimeWeaponModMeshComponents(); // 0x783C9DE
bool FortWeaponModFunctionLibrary::ModAllowedOnWeaponDefinition(FortWeaponItemDefinition* WeaponDefinition); // 0x783D9D8
void FortWeaponModFunctionLibrary::RemoveAllPreviewWeaponMods(FortWeapon* PreviewWeapon, bool bRestoreDefaultModSlotsFromWID); // 0x783DDCE
bool FortWeaponModFunctionLibrary::ModAllowedOnWeapon(FortWeapon* WeaponActor); // 0x783D5D6
TArray<FortWeaponModItemDefinition*> FortWeaponModFunctionLibrary::GetWeaponModsFromPickup(FortPickup* Pickup); // 0x783CC2A
bool FortWeaponModFunctionLibrary::GiveWeaponWithModSetToInventoryOwner(FortWeaponItemDefinition* WID, FortWeaponModSetData* ModSet); // 0x783CE76
void FortWeaponModManager::HandleFortPickupEndPlay(Actor* Pickup, EEndPlayReason Reason); // 0x783FD6E
void FortWeaponScopeInterface::GetScopeHUDReticleTags(FGameplayTagContainer OutTags); // 0x1F94C
bool FortWeaponScopeInterface::HasScopeHUDReticleTag(FGameplayTag Tag); // 0x1F94C
bool FortWeaponRangedItemDefinition::UseOnTouch(); // 0x10E0653C
bool FortWeaponRangedItemDefinition::ShouldUseNativeWeaponTrace(); // 0x10E064F6
bool FortWeaponRangedItemDefinition::ShouldUsePerfectAimWhenTargetingMinSpread(); // 0x10E0651C
void FortWeaponSoundLibraryComponent::CacheMetaSound(FortWeaponSoundLibraryComponent* InMetaSound); // 0x76724CE
bool FortWeaponSoundLibraryComponent::IsLocallyViewed(); // 0x10CC7256
bool FortWeaponSoundLibraryComponent::IsUsingMetaSoundParameterPack(); // 0x10CC729C
FortWeaponSoundLibraryComponent* FortWeaponSoundLibraryComponent::GetWeaponActor(); // 0xFF2DB92
FortWeaponSoundLibraryComponent* FortWeaponSoundLibraryComponent::GetCachedMetaSound(); // 0x10CC7214
FortWeaponSoundLibraryComponent* FortWeaponSoundLibraryComponent::GetSoundIndicatorComponent(); // 0x10CC723A
bool FortWeaponRangedItemDefinition::ForceProjectileTooltip(); // 0x10E0620E
Class* FortWeaponRangedItemDefinition::GetProjectileTemplate(); // 0x10E0622E
bool FortWeaponRangedItemDefinition::DoNotAllowDoublePump(); // 0x10E061F0
void FortWeaponModManager::HandlePlaylistDataReady(FortGameStateAthena* GameState, FortPlaylist* Playlist, FGameplayTagContainer PlaylistContextTags); // 0x784013C
void FortWeaponRangedFireHitResultsListener::OnRangedWeaponFiredWithHitResults(TArray<FHitResult> CollectiveHitResults); // 0x412058E
bool FortWeaponRangedItemDefinition::HasLightweightProjectile(); // 0x10E062AC
bool FortWeaponRangedItemDefinition::ShouldTraceThroughPawns(); // 0x10E064B8
bool FortWeaponRangedItemDefinition::ShouldTraceThroughWorld(); // 0x10E064D6
bool FortWeaponRangedItemDefinition::ShouldShowReticleHitNotifyAtImpactLocation(); // 0x10E06408
bool FortWeaponRangedItemDefinition::HasPhysicsObjectProjectile(); // 0x10E062D2
bool FortWeaponRangedItemDefinition::IsProjectileWeapon(); // 0x10E062F8
FortItemComponentData_WeaponMeleeSwingEffect_OffHand FortWeaponMeleeDualWieldItemDefinition::GetSwingEffectDataOffhand(); // 0x10DFCF96
FortWeaponMeleeDualWieldItemDefinition* FortWeaponMeleeDualWieldItemDefinition::GetWeaponMeshOffhandOverride(); // 0x10DFCFFC
FortItemComponentData_WeaponImpactEffects_OffHand FortWeaponMeleeDualWieldItemDefinition::GetImpactEffectDataOffhand(); // 0x10DFCF50
FortItemComponentData_WeaponMeleeAnimTrails_OffHand FortWeaponMeleeDualWieldItemDefinition::GetAnimTrailDataOffhand(); // 0x10DFCE7C
FortItemComponentData_WeaponIdleEffect_OffHand FortWeaponMeleeDualWieldItemDefinition::GetIdleEffectDataOffhand(); // 0x10DFCEEA
void FortWeaponMeleeDualWieldItemDefinition::SetAnimTrailDataOffhand(FortItemComponentData_WeaponMeleeAnimTrails_OffHand InAnimTrailData); // 0x7811904
FortItemComponentData_WeaponMeleeAnimTrails_MainHand FortWeaponMeleeItemDefinition::GetAnimTrailData(); // 0x10DFDC90
FortWeaponMeleeItemDefinition* FortWeaponMeleeItemDefinition::GetAnimTrailNiagaraSystem(); // 0x10DFDCFE
void FortWeaponMeleeDualWieldItemDefinition::SetSwingEffectDataOffhand(FortItemComponentData_WeaponMeleeSwingEffect_OffHand InSwingEffectData); // 0x781202A
void FortWeaponMeleeDualWieldItemDefinition::SetIdleEffectDataOffhand(FortItemComponentData_WeaponIdleEffect_OffHand InIdleEffectData); // 0x7811B5C
void FortWeaponMeleeDualWieldItemDefinition::SetImpactEffectDataOffhand(FortItemComponentData_WeaponImpactEffects_OffHand InImpactEffectData); // 0x7811DC6
bool FortWeaponItemDefinition::ShouldMagazineSizeDisplayInfinity(); // 0x10DFAA42
bool FortWeaponItemDefinition::ShouldShowAmmoAsPercent(); // 0x10DFAA62
bool FortWeaponItemDefinition::ShouldEndAbilityOnChargeEnd(); // 0x10DFAA26
void FortWeaponItemDefinition::SetWeaponActorClass(Class* InWeaponActorClass); // 0x780FA9A
bool FortWeaponItemDefinition::ShouldAllowTargetingDuringReload(); // 0x10DFAA0A
bool FortWeaponItemDefinition::ShouldShowRemainingAmmoOnly(); // 0x10DFAA82
bool FortWeaponItemDefinition::TryGetInitialAmmunitionQuantities(FortWorldItem* WeaponWorldItem, int32 OutMagazineAmmoQuantity, int32 OutExtraAmmoQuantity); // 0x7810092
bool FortWeaponItemDefinition::UsesPhantomReserveAmmo(); // 0x10DFAC52
bool FortWeaponItemDefinition::TryGetBaseClipSizeWithMods(FortWorldItem* WeaponWorldItem, int32 OutClipSize); // 0x780FCC2
bool FortWeaponItemDefinition::ShouldUpdateLastFireTimeOnDischarge(); // 0x10DFAAAE
bool FortWeaponItemDefinition::TargetingPreventsReload(); // 0x10DFAACC
FortItemComponentData_WeaponIdleEffect_MainHand FortWeaponMeleeItemDefinition::GetIdleEffectData(); // 0x10DFDD3A
Class* FortWeaponMeleeOffhandItemDefinition::GetSecondaryOffhandFireAbility(); // 0x10E049FE
void FortWeaponModFunctionLibrary::ApplyModSetToPickup(FortWeaponModSetData* ModSet, FortWeaponModFunctionLibrary* WeaponPickup); // 0x524F58A
Class* FortWeaponMeleeOffhandItemDefinition::GetPrimaryOffhandFireAbility(); // 0x10E04974
void FortWeaponMeleeItemDefinition::SetReloadSoundsMap(TMap<EFortReloadFXState, TSoftObjectPtr<SoundBase>> NewReloadSoundsMap); // 0x78130DC
void FortWeaponMeleeItemDefinition::SetSwingEffectData(FortItemComponentData_WeaponMeleeSwingEffect_MainHand InSwingEffectData); // 0x7813314
bool FortWeaponModFunctionLibrary::ApplyWeaponModToPickup(FortPickup* Pickup, FortWeaponModItemDefinition* WeaponModItem); // 0x783A7D4
FortWeaponModFunctionLibrary* FortWeaponModFunctionLibrary::FindPreviewModMeshComponent(); // 0x783AFA0
FWeaponModStaticMeshBlueprintData FortWeaponModFunctionLibrary::GetMagazineModMeshDataForReloadBone(FortWeapon* Weapon); // 0x783B376
bool FortWeaponModFunctionLibrary::CanApplyModToWeapon(FortWeapon* Weapon); // 0x783ABAA
FortPlayerStateAthena* FortWeaponModFunctionLibrary::AssignPlayerNameToItemEntry(FortItemEntry ItemEntry); // 0x6B8DCE8
void FortWeaponModFunctionLibrary::AssignPlayerNameToWeapon(FortPlayerStateAthena* PlayerState, FortWeaponModFunctionLibrary* Weapon); // 0x524F58A
FortWeaponMeleeItemDefinition* FortWeaponMeleeItemDefinition::GetSwingEffectNiagaraSystem(); // 0x10DFDE88
FTransform FortWeaponMeleeItemDefinition::GetWeaponMeshCosmeticTransformOffset(); // 0x10DFDEC4
FortItemComponentData_WeaponMeleeSwingEffect_MainHand FortWeaponMeleeItemDefinition::GetSwingEffectData(); // 0x10DFDE22
FortWeaponMeleeItemDefinition* FortWeaponMeleeItemDefinition::GetIdleEffectNiagaraSystem(); // 0x10DFDDA0
FortItemComponentData_WeaponImpactEffects_MainHand FortWeaponMeleeItemDefinition::GetImpactEffectData(); // 0x10DFDDDC
void FortWeaponMeleeItemDefinition::SetAnimTrailData(FortItemComponentData_WeaponMeleeAnimTrails_MainHand InAnimTrailData); // 0x781229C
void FortWeaponMeleeItemDefinition::SetImpactPhysicalSurfaceSoundsMap(TMap<EPhysicalSurface, TSoftObjectPtr<SoundBase>> NewImpactPhysicalSurfaceSoundsMap); // 0x7812C6C
void FortWeaponMeleeItemDefinition::SetPrimaryFireSoundsMap(TMap<EFortWeaponSoundState, TSoftObjectPtr<SoundBase>> NewPrimaryFireSoundsMap); // 0x7812EA4
void FortWeaponMeleeItemDefinition::SetImpactEffectData(FortItemComponentData_WeaponImpactEffects_MainHand InImpactEffectData); // 0x7812A08
void FortWeaponMeleeItemDefinition::SetGenericImpactSound(TSoftObjectPtr<FortWeaponMeleeItemDefinition> NewGenericImpactSound); // 0x78124F4
void FortWeaponMeleeItemDefinition::SetIdleEffectData(FortItemComponentData_WeaponIdleEffect_MainHand InIdleEffectData); // 0x781279E
void FortWeaponSoundLibraryComponent::OnLocalAmmoChanged(int32 LocalCount, int32 LocalRemaining); // 0x7672C02
void BGA_HeldObject_Parent_C::BndEvt__FortProjectileMovement_K2Node_ComponentBoundEvent_4_OnProjectileStopDelegate__DelegateSignature(); // 0x1F94C
void BP_HitNotifySoundLibraryComponent_FortPawn_C::ExecuteUbergraph_BP_HitNotifySoundLibraryComponent_FortPawn(); // 0x1F94C
void BGA_HeldObject_Parent_C::BndEvt__FortProjectileMovement_K2Node_ComponentBoundEvent_1_OnProjectileBounceDelegate__DelegateSignature(); // 0x1F94C
void GA_Athena_TacticalSprint_C::OnFortPlayerPawnDied(); // 0x1F94C
void GA_Athena_TacticalSprint_C::UnbindToFortPlayerPawnDied(); // 0x1F94C
void BP_HitNotifySoundLibraryComponent_FortPawn_C::OnSetNewHitmarkersEnabledChanged(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::GetOwnerFortPawn(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::HideBallShowPlayer(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::ExecuteUbergraph_BP_FortPawnComponent_NarrowFleaObsidian(); // 0x1F94C
void BP_HitNotifySoundLibraryComponent_FortPawn_C::ReceiveBeginPlay(); // 0x1F94C
void BP_HitNotifySoundLibraryComponent_FortPawn_C::SelectHitmarkerTypeByTag(); // 0x1F94C
void BP_FortWeaponSoundLibraryContext_C::Is Burst Fire(); // 0x1F94C
void BP_FortWeaponSoundLibraryContext_C::Play(); // 0x1F94C
void BP_FortWeaponSoundLibraryContext_C::Get Weapon Fire Audio Parameters(); // 0x1F94C
void WeaponCameraFunctionLibrary::FireCameraShake(FortWeaponRanged* Weapon, Class* ShakeDataClass, FortWeaponCameraAnimation* ActiveCameraModifier, bool bShouldSetBPShakeData); // 0x6955E50
void BP_FortWeaponSoundLibraryContext_C::CheckIsFireValid(); // 0x1F94C
void BP_FortWeaponSoundLibraryContext_C::Play Weapon Audio Component(); // 0x1F94C
void GA_Athena_TacticalSprint_C::BindToFortPlayerPawnDied(); // 0x1F94C
void GA_Athena_TacticalSprint_C::FindFortPlayerPawnCached(); // 0x1F94C
void BP_FortWeaponSoundLibraryContext_C::Should Spawn New Audio Component(); // 0x1F94C
void BP_FortWeaponSoundLibraryContext_C::Set Is Almost Finished(); // 0x1F94C
void BP_FortWeaponSoundLibraryContext_C::Set Weapon Fire Parameters(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::HidePlayerShowBall(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::CanApplyHolster(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::ExecuteUbergraph_BP_FortPawnGrindingProvider(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::BP_OnFeetLanded(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::BP_OnApplyDamageToDevice(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::BP_OnDismount(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::JumpedOff__DelegateSignature(); // 0x1F94C
void TrackStormDamageComponent_C::ValidatedGetFortPlayerPawn(); // 0x1F94C
void FortProjectileTrajectory_ZiplineDeployer::SetSplineMeshParameters(bool bIsTrajectoryValid); // 0xA7DF812
void BP_FortPawnGrindingProvider_C::ReceiveEndPlay(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::PlayerStartedDBNO(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::ReceiveBeginPlay(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::OnNotifyBegin_02A64CF54DEE4B6A084739B0A75B9022(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::OnNotifyEnd_02A64CF54DEE4B6A084739B0A75B9022(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::OnInterrupted_02A64CF54DEE4B6A084739B0A75B9022(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::OnBlendOut_02A64CF54DEE4B6A084739B0A75B9022(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::OnCompleted_02A64CF54DEE4B6A084739B0A75B9022(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::ReceiveBeginPlay(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::BP_CanBeginGrinding(); // 0x1F94C
void BP_FortPawnGrindingProvider_C::BP_HandleGameplayEffectsOnPlayerJumpOff(); // 0x1F94C
void BGA_LinkedActorWithGravity_Parent_C::BndEvt__BGA_LinkedActorWithGravity_Parent_FortProjectileMovement_K2Node_ComponentBoundEvent_3_OnProjectileStopDelegate__DelegateSignature(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::RemoveSpinModeBGA(); // 0x1F94C
void BP_FortPawnComponent_NarrowFleaObsidian_C::SpawnSpinModeBGA(); // 0x1F94C
void FortWeaponTraceIgnoreActorsComponent::AddIgnoreActorClasses(TArray<Class*> InActorClasses); // 0x67F0C7E
void FortWeaponTraceIgnoreActorsComponent::AddIgnoreActors(TArray<Actor*> InActors); // 0x67F1246
bool FortWeaponSoundLibraryContext::ShouldUseNativeAudioComponentInitialization(); // 0x76724B4
void FortWeaponSoundLibraryContext::SetAudioComponentSoundClass(AudioComponent* InAudioComponent, FortWeaponSoundLibraryContext* InClass); // 0x7671EA0
void FortWeaponSoundLibraryContext::SetAutoDestroy(FortWeaponSoundLibraryContext* InAudioComponent); // 0x767229E
FortPawn* FortWeaponTraceIgnoreActorsComponent::BP_GetAdditionalIgnoreActors(TArray<Actor*> OutAdditionalActors, TArray<Class*> OutAdditionalActorClasses, FortWeaponTraceIgnoreActorsComponent* Weapon); // 0x1F94C
void FortWeaponTraceIgnoreActorsComponent::ResetAdditionalIgnoreActors(); // 0x10357CFE
TArray<FortWeapon*> FortniteAutomationBlueprintLibrary::SpawnAthenaPickaxe(AthenaPickaxeItemDefinition* ItemDefinition, FTransform SpawnTransform, bool ClearAnimations); // 0x774787A
void FortWeaponTraceIgnoreActorsComponent::ResetAdditionalIgnoreActorClasses(bool bUseDefaults); // 0x67F1F0E
void FortWeaponTraceIgnoreActorsComponent::RemoveIgnoreActorClasses(TArray<Class*> InActorClasses); // 0x67F1474
void FortWeaponTraceIgnoreActorsComponent::RemoveIgnoreActors(TArray<Actor*> InActors); // 0x67F1974
void FortWeaponSoundLibraryComponent::OnTargetingChanged(bool bIsTargeting); // 0x7672FDE
void FortWeaponSoundLibraryComponent::PlayLoopingFireSFX(); // 0x1F94C
void FortWeaponSoundLibraryComponent::OnRateOfFireChanged(float NewRateOfFire); // 0x7672FDE
void FortWeaponSoundLibraryComponent::OnModApplied(FortWeaponSoundLibraryComponent* InModAudioData); // 0x1F94C
void FortWeaponSoundLibraryComponent::OnModRemoved(FortWeaponSoundLibraryComponent* InModAudioData); // 0x1F94C
void FortWeaponSoundLibraryComponent::PlaySingleFireSFX(); // 0x1F94C
TArray<SoundWave*> FortWeaponSoundLibraryContext::GetSoundWaveOverrides(FGameplayTag InEventTag); // 0x7671754
FortWeaponSoundLibraryContext* FortWeaponSoundLibraryContext::InitializeWeaponFireAudioComponent(); // 0x7671B1E
FortWeaponSoundLibraryContext* FortWeaponSoundLibraryContext::GetAttachComponent(FGameplayTag InEventTag); // 0x7671238
void FortWeaponSoundLibraryComponent::ShowWeaponFireSoundIndicator(); // 0x10CC72B6
SoundClass* FortWeaponSoundLibraryContext::ConfigureMetaSoundSource(SoundAttenuation* InAttenuation, TSet<TMap<FProperty, FProperty>> InConcurrency); // 0x7670B18
FortItemDefinition* FrontendAnimInstance::OnFocusedItemChanged(FortWeapon* EquippedWeapon, FrontendAnimInstance* InCurrentParachute); // 0x1F94C
void SynchronizedTeleportPlayerComponent::HandleTeleportScreenStatusChanged(FortPlayerControllerAthena* PlayerController, bool bEnableLoadScreen, FText HUDReasonText); // 0x681426C
void TeleportationFxLibrary::CleanupResOutFX(FortPlayerPawnAthena* Pawn, float PawnLifespan, PointLightComponent* TeleportationPointLight, MaterialInterface* DissolveMat, TArray<MaterialInstanceDynamic*> DissolveMIDs); // 0x6EAA678
void SpecialEventHelpers::MarkAccountAsHavingSeenForcedIntro(FortPlayerController* Controller, bool bLocalOnly); // 0x67F6B28
FortPlayerPawn* QuickHealItemPicker::HandleOnVehicleStateChanged(Actor* NewVehicle, QuickHealItemPicker* OldVehicle); // 0x6FAF06A
void ShadowProxyMeshComponent::HandleOwnerDiedClient(float Damage, FGameplayTagContainer DamageTags, FVector Momentum, FHitResult HitInfo, FortPawn* InstigatedBy, Actor* DamageCauser, FGameplayEffectContextHandle EffectContext); // 0x6A65894
TArray<MaterialInstanceDynamic*> TeleportationFxLibrary::UpdateDissolveFx(float TRANSITION, float ZHeight, float LightIntensity, float MaxLightIntensity, FName SocketMeshTop, FName SocketMeshBottom, SkeletalMeshComponent* SkeletalMeshComponent, FortPlayerPawn* Pawn, FGuid MaterialOverrideId); // 0x6EABAFE
WaitForCosmeticPartApplied* WaitForCosmeticPartApplied::WaitForCosmeticPartApplied(Object* WorldContextObject, FortPlayerPawn* FortPlayerPawn, bool bSkipNullMesh, TArray<FString> AnyStrings); // 0x780A96E
FortWeaponRanged* WeaponCameraFunctionLibrary::FindOrAddCameraModifierNative(WeaponCameraFunctionLibrary* OutModifier); // 0x6955660
void WaitForCosmeticPartApplied::PartApplied(FortPlayerPawn* Pawn, CustomCharacterPart* Part, SkeletalMeshComponent* MeshPart, EFortCustomPartType PartType); // 0x780A246
void UnicornAthenaPawnSampler::HandlePawnDBNOChanged(FortPawn* FortPawn, bool bInIsDBNO); // 0x77C19AA
void ValetRaisinComponent::ServerSelectOption(FortPlayerController* PlayerChoosing, ValetRaisinComponent* MusicSource); // 0x6A6CA08
bool InfiltrationStatusComponent::IsLocalPlayerDefending(FortPlayerControllerAthena* LocalPlayer); // 0x6733066
InventoryManagementLibrary* InventoryManagementLibrary::GetInventoryNetworkComponent(FortPlayerController* Owner); // 0x6FAB58C
bool InfiltrationStatusComponent::IsLocalPlayerAttacking(FortPlayerControllerAthena* LocalPlayer); // 0x6732E4A
void HoverDroneMovementComponent::OnFollowedPlayerChanged(FortPlayerControllerSpectating* SpectatorPC, HoverDroneMovementComponent* NewFollowedPlayer); // 0x7644832
bool InfiltrationStatusComponent::IsBeingHeldByLocalPlayer(FortPlayerControllerAthena* LocalPlayer); // 0x6732C2E
bool MinigameBlueprintLibrary::CanOperateOnMinigame(FortPlayerController* PlayerController); // 0x71565B8
void QuickHealItemPicker::HandleLocalPlayerDBNOStateChanged(FortPawn* Pawn, bool bNewDBNOState); // 0x6FAEC9E
void QuickHealItemPicker::HandleOnSafeZoneOccupancyChanged(FortPlayerPawn* PlayerPawn, bool bIsInSafeZone); // 0x6FAEC9E
FortGameStateAthena* QuestInteractableComponent::OnPlaylistDataReady(FortPlaylist* Playlist, FGameplayTagContainer PlaylistContextTags); // 0x6A6528C
ObjectInteractionBehavior* ObjectInteractionBehavior::GetFortPlayerController(); // 0x10612FFE
void PegasusGameEventCollector::HandleOwnerAthenaPlaceChanged(FortPlayerStateAthena* Sender, int32 NewPlace); // 0x7629CCA
void FortWeaponCameraAnimation::SetInputParams(float StartTime, float PreviousDeltaFOV, float IntensityTimer, float TimeBetweenShots); // 0x1F94C
void FortWeaponCameraAnimation::SetShakeDataParam(Class* ShakeDataClass); // 0x1F94C
void FortWeaponCameraAnimation::GetInputParams(float OutStartTime, float OutPreviousDeltaFOV, float OutIntensityTimer, float OutTimeBetweenShots); // 0x1F94C
void FortWeaponBoardOrganizationInterface::OnOrganizationChanged(EWeaponSmithBoardOrganization Organization); // 0x1F94C
bool FortWeaponCameraAnimation::GetCameraShakeData(CurveFloat* ContinuousFireIntensityCurve, float RollNoiseTimescale); // 0x1F94C
bool FortWeaponCameraAnimation::UseNativeImplementation(); // 0x1047D3B8
bool FortWeaponCameraAnimationComponent::IsUpdatedFeedbackEnabled(); // 0x10076446
void FortWeaponCameraAnimationComponent::NativeWeaponFired(FortWeaponCameraAnimationComponent* FiringWeapon); // 0x6952760
void FortWeaponCameraAnimationComponent::HandleStartFiring(); // 0x1047D3D2
void FortWeaponCameraAnimationComponent::CallFiringCameraShake(); // 0x1F94C
void FortWeaponCameraAnimationComponent::GetShakeDataClass(bool bIsHipFire, Class* OutShakeDataClass); // 0x1F94C
void FortWeaponAttrSet::OnRep_WeaponReloadSpeed(FortGameplayAttributeData OldValue); // 0x685E716
void FortWeaponAttrSet::OnRep_WeaponReticleShrinkSize(FortGameplayAttributeData OldValue); // 0x685E964
void FortWeaponAttrSet::OnRep_WeaponRecoilStandingStillMultiplier(FortGameplayAttributeData OldValue); // 0x685E4C8
void FortWeaponAttrSet::OnRep_WeaponRecoilMovingMultiplier(FortGameplayAttributeData OldValue); // 0x685E02C
void FortWeaponAttrSet::OnRep_WeaponRecoilRecovery(FortGameplayAttributeData OldValue); // 0x685E27A
void FortWeaponAttrSet::OnRep_WeaponSlidingSpreadMultiplier(FortGameplayAttributeData OldValue); // 0x685EBB2
void FortWeaponAttrSet::OnRep_WeaponSpreadReduction(FortGameplayAttributeData OldValue); // 0x685F4EA
void FortWeaponAttrSet::OnRep_WeaponVerticalRecoil(FortGameplayAttributeData OldValue); // 0x685F738
void FortWeaponAttrSet::OnRep_WeaponSpreadRecovery(FortGameplayAttributeData OldValue); // 0x685F29C
void FortWeaponAttrSet::OnRep_WeaponSpreadDownsightsMultiplier(FortGameplayAttributeData OldValue); // 0x685EE00
void FortWeaponAttrSet::OnRep_WeaponSpreadDownsightsMultiplierWhileJumping(FortGameplayAttributeData OldValue); // 0x685F04E
FortWeaponCameraAnimation* FortWeaponCameraAnimationComponent::SetInputAndShakeDataParams(Class* ShakeDataClass, float StartTime, float TimeBetweenShots); // 0x1F94C
FRotator FortWeaponComponent_OffsetRecoil::MitigateAccumulatedRecoil(FRotator AccumulatedAimInput, float InOffsetFactor, float TargetingFactor, bool bIsScoped, FRotator OutCameraBounce, FRotator OutReticleBounce); // 0x6A57C5E
void FortWeaponComponent_OffsetRecoil::Reset(); // 0x1051DA88
float FortWeaponComponent_OffsetRecoil::LayerWeight(FortOffsetRecoilLayer RecoilLayer, float TargetingFactor, bool bIsScoped); // 0x6A57676
bool FortWeaponComponent_OffsetRecoil::GetOverridesPrimaryRecoilLayer(); // 0x1051D544
TArray<FortOffsetRecoilLayer> FortWeaponComponent_OffsetRecoil::GetRecoilLayers(); // 0x1051D580
bool FortWeaponComponent_OffsetRecoil::ShouldMirrorRecoil(); // 0x1051DB64
void FortWeaponComponent_RecoilCurve::OnPressTrigger(FortWeaponComponent_RecoilCurve* Weapon); // 0x6A5AF86
void FortWeaponComponent_RecoilCurve::OnReleaseTrigger(FortWeaponComponent_RecoilCurve* Weapon); // 0x6A5B1A2
void FortWeaponComponent_RecoilCurve::EndRecoilCurve(); // 0x1051F6C8
FRotator FortWeaponComponent_OffsetRecoil::UpdateRecoilFromPrimaryLayer(int32 BulletNum, bool bJustFired, float TimeSinceFired, float TimeBetweenShots, FRotator InRecoil, float InOffsetFactor, int32 InSeed, float TargetingFactor, bool bIsScoped, FRotator OutCameraBounce, FRotator OutReticleBounce); // 0x6A58776
FRotator FortWeaponComponent_OffsetRecoil::UpdateRecoilFromSecondaryLayers(int32 BulletNum, bool bJustFired, float TimeSinceFired, float TimeBetweenShots, FRotator InRecoil, int32 InSeed, float TargetingFactor, bool bIsScoped, FRotator OutCameraBounce, FRotator OutReticleBounce); // 0x6A59B96
void FortWeaponComp_FirstPersonMesh::OnWeaponHolstered(); // 0x10524232
void FortWeaponComp_FirstPersonMesh::OnWeaponTargetingChanged(bool bIsTargeting); // 0x6A61AA0
void FortWeaponComp_FirstPersonMesh::OnSpectatorCountChanged(int32 SpectatorCount); // 0x6A61888
void FortWeaponComp_FirstPersonMesh::OnEquippedWeaponChanged(FortWeapon* NewWeapon, FortWeaponComp_FirstPersonMesh* PrevWeapon); // 0x6A610D4
FortWeaponModItemDefinition* FortWeaponComp_FirstPersonMesh::OnModAddedToWeapon(FortWeaponComp_FirstPersonMesh* Weapon); // 0x6A614AA
void FortWeaponComp_FirstPersonMesh::OnWeaponThirdPersonTargetingChanged(bool bIsThirdPersonTargeting); // 0x6A61EB6
float FortWeaponComponent_OffsetRecoil::GetBaseRecoilMultiplier(float TargetingFactor, bool bIsScoped); // 0x6A56E64
float FortWeaponComponent_OffsetRecoil::GetOffsetRecoilFactor(float TargetingFactor, bool bIsScoped); // 0x6A57292
FRotator FortWeaponComponent_OffsetRecoil::AdjustForLimits(float CameraPitch, float CameraPitchLimit, float OffsetLimitOverride, FRotator OutPrimaryCameraOffset, FRotator OutPrimaryReticleOffset, FRotator OutSecondaryCameraOffset, FRotator OutSecondaryReticleOffset); // 0x6A56118
void FortWeaponComp_FirstPersonMesh::OnWeaponUnHolstered(); // 0x10524288
bool FortWeaponComponent_CustomAutofire::ShouldAllowAutofire(Actor* Target); // 0x6A55D2A
void FortWeaponAnimInstance::OnFireCue(); // 0x1F94C
void FortWeaponAttrSet::OnRep_AccumulatedWeaponChanceToNotConsumeAmmo(FortGameplayAttributeData OldValue); // 0x6859B08
void FortWeaponAnimInstance::AnimNotify_FullyBlendedReducedWork(FortWeaponAnimInstance* Notify); // 0x65D894C
void FortVolumeTimeOfDayComponent::SpectatorFollowedPlayerChanged(FortPlayerControllerSpectating* SpectatorPC, FortVolumeTimeOfDayComponent* NewFollowedPlayer); // 0x6EDB940
float FortWeakPointProviderInterface::GetWeakSpotEnabledTimeout(FortPlayerController* Controller); // 0x691A7CC
void FortWeaponAttrSet::OnRep_CharacterItemDurabilityDecayModifier(FortGameplayAttributeData OldValue); // 0x6859D56
void FortWeaponAttrSet::OnRep_WeaponAmmoClipSize(FortGameplayAttributeData OldValue); // 0x685A68E
void FortWeaponAttrSet::OnRep_WeaponChanceToNotConsumeAmmo(FortGameplayAttributeData OldValue); // 0x685A8DC
void FortWeaponAttrSet::OnRep_WeaponADSTransitionOutTime(FortGameplayAttributeData OldValue); // 0x685A440
void FortWeaponAttrSet::OnRep_ConsumeConsumableSpeedMultiplier(FortGameplayAttributeData OldValue); // 0x6859FA4
void FortWeaponAttrSet::OnRep_WeaponADSTransitionInTime(FortGameplayAttributeData OldValue); // 0x685A1F2
bool FortVehicleInterface::IsSeatTeamOrClassRestricted(int32 SeatIndex, FortPlayerPawn* PlayerPawn); // 0x6ECBA44
bool FortVehicleInterface::IsTeamRestricted(FortPlayerPawnAthena* InteractingPawn); // 0x6ECBE30
bool FortVehicleInterface::IsPawnInSeatRequiringTargetingForShooting(FortPlayerPawn* PawnToCheck); // 0x6ECB81E
FortVehicleInterface* FortVehicleInterface::GetVehiclePlayerState(FortPlayerPawn* PlayerPawn); // 0x6EC9D26
bool FortVehicleInterface::IsDriverMinigameClassRestricted(FortPlayerPawn* PlayerPawn); // 0x6ECB5F8
bool FortVehicleModBlueprintLibrary::PassengerIsOnDriverTeam(FortPlayerPawn* Passenger, bool DefaultTeamResult); // 0x77F9E42
void FortVehicleSeatWeaponComponent::EquipVehicleWeapon(FortPawn* FortPawn, FWeaponSeatDefinition WeaponSeatDefinition, int32 ItemLevel); // 0x77F00D4
void FortVehicleSeatWeaponComponent::HandleActivePawnWeaponEquipped(FortWeapon* NewWeapon, FortVehicleSeatWeaponComponent* PreviousWeapon); // 0x77F0690
void FortVehicleModComponent::OnOverheatValueChanged(TScriptInterface<FortVehicleModWeapon> Weapon, float CurrentValue, float MaxValue, EFortWeaponOverheatState State, bool bIsInCooldown); // 0x77DEB2E
void FortVehicleModComponent::HandlePawnEnteredSeat(TScriptInterface<FortVehicleInterface> VehicleInterface, FortPawn* PlayerPawn, int32 SeatIndex); // 0x77DD4C6
TScriptInterface<FortVehicleInterface> FortVehicleModComponent::HandlePawnExitedSeat(FortPawn* PlayerPawn, int32 SeatIndex); // 0x77DDA86
void FortWeaponAttrSet::OnRep_WeaponChargeDownTime(FortGameplayAttributeData OldValue); // 0x685AB2A
void FortWeaponAttrSet::OnRep_WeaponPerBulletVerticalRecoil(FortGameplayAttributeData OldValue); // 0x685CDBC
void FortWeaponAttrSet::OnRep_WeaponProjectileGravityScale(FortGameplayAttributeData OldValue); // 0x685D00A
void FortWeaponAttrSet::OnRep_WeaponPerBulletRecoil(FortGameplayAttributeData OldValue); // 0x685CB6E
void FortWeaponAttrSet::OnRep_WeaponOverheatMultiplier(FortGameplayAttributeData OldValue); // 0x685C6D2
void FortWeaponAttrSet::OnRep_WeaponPerBulletHorizontalRecoil(FortGameplayAttributeData OldValue); // 0x685C920
void FortWeaponAttrSet::OnRep_WeaponProjectileSpeed(FortGameplayAttributeData OldValue); // 0x685D258
void FortWeaponAttrSet::OnRep_WeaponRateOfFire(FortGameplayAttributeData OldValue); // 0x685DB90
void FortWeaponAttrSet::OnRep_WeaponRecoilDownsightsMultiplier(FortGameplayAttributeData OldValue); // 0x685DDDE
void FortWeaponAttrSet::OnRep_WeaponRangePointBlank(FortGameplayAttributeData OldValue); // 0x685D942
void FortWeaponAttrSet::OnRep_WeaponRangeLong(FortGameplayAttributeData OldValue); // 0x685D4A6
void FortWeaponAttrSet::OnRep_WeaponRangeMid(FortGameplayAttributeData OldValue); // 0x685D6F4
void FortWeaponAttrSet::OnRep_WeaponCrouchingSpreadMultiplier(FortGameplayAttributeData OldValue); // 0x685B462
void FortWeaponAttrSet::OnRep_WeaponEquipRate(FortGameplayAttributeData OldValue); // 0x685B6B0
void FortWeaponAttrSet::OnRep_WeaponCriticalHitDamageMultiplier(FortGameplayAttributeData OldValue); // 0x685B214
void FortWeaponAttrSet::OnRep_WeaponChargeRate(FortGameplayAttributeData OldValue); // 0x685AD78
void FortWeaponAttrSet::OnRep_WeaponCriticalHitChance(FortGameplayAttributeData OldValue); // 0x685AFC6
void FortWeaponAttrSet::OnRep_WeaponHeadshotMultiplier(FortGameplayAttributeData OldValue); // 0x685B8FE
void FortWeaponAttrSet::OnRep_WeaponOverheatCoolingMultiplier(FortGameplayAttributeData OldValue); // 0x685C236
void FortWeaponAttrSet::OnRep_WeaponOverheatMaxMultiplier(FortGameplayAttributeData OldValue); // 0x685C484
void FortWeaponAttrSet::OnRep_WeaponOverheatCooldownMultiplier(FortGameplayAttributeData OldValue); // 0x685BFE8
void FortWeaponAttrSet::OnRep_WeaponHorizontalRecoil(FortGameplayAttributeData OldValue); // 0x685BB4C
void FortWeaponAttrSet::OnRep_WeaponMaxChargeTimeUntilDischarge(FortGameplayAttributeData OldValue); // 0x685BD9A
void FortWeaponComponent_RecoilCurve::StartRecoilCurve(); // 0x1051F708
FText FortWeaponItemDefinition::GetDisplayTierAsText(EFortDisplayTier DisplayTier); // 0x780DCE8
TArray<Class*> FortWeaponItemDefinition::GetEquippedAbilities(); // 0x10DFA218
EFortDisplayTier FortWeaponItemDefinition::GetDisplayTier(); // 0x10DFA1FE
FortWeaponItemDefinition* FortWeaponItemDefinition::GetBaseCosmeticAlteration(); // 0x10DFA1B0
float FortWeaponItemDefinition::GetDegradedPercentage(); // 0x10DFA1E6
float FortWeaponItemDefinition::GetHitNotifyDuration(); // 0x10DFA2DC
Class* FortWeaponItemDefinition::GetPrimaryFireAbility(); // 0x10DFA3C4
Class* FortWeaponItemDefinition::GetReloadAbility(); // 0x10DFA448
Class* FortWeaponItemDefinition::GetOnHitAbility(); // 0x10DFA318
TSoftObjectPtr<FortWeaponItemDefinition> FortWeaponItemDefinition::GetIntrinsicOverrideWrap(); // 0x10269B26
float FortWeaponItemDefinition::GetLowAmmoPercentage(); // 0x10DFA2FA
void FortWeaponFxComponent_ChargeAimLocation::GetCachedDamageStartAndAim(FVector OutDamageStartLocation, FVector OutAimDirection); // 0x6A6407C
void FortWeaponFxComponent_ChargeAimLocation::SetReplicatedAimOffset(FVector AimOffset); // 0x6A64464
void FortWeaponFxComponent::OnBeamFired(FortWeapon* Weapon, bool bUsePersistentBeam, FXSystemComponent* PSC, FVector BeamOrigin, FVector HitLocation); // 0x6A632EC
void FortWeaponComponent_VehicleLeanWithPrimaryFire::ServerSetLeanReloadRequested(bool bNewLeanReloadRequested); // 0x528B90A
void FortWeaponComponent_VehicleLeanWithPrimaryFire::ServerUpdateForcedLeanFlag(EForcedLeanRPCFlag FlagType); // 0x54B31F8
bool FortWeaponItemDefinition::AllowAutoReload(); // 0x10DFA0C6
TArray<FName> FortWeaponItemDefinition::GetAnalyticTags(); // 0x10DFA144
FortWeaponItemDefinition* FortWeaponItemDefinition::GetBaseAlteration(); // 0x10DFA164
bool FortWeaponItemDefinition::AreModsHidden(); // 0x10DFA124
bool FortWeaponItemDefinition::AllowSecondaryFireToInterruptPrimary(); // 0x10DFA0E6
bool FortWeaponItemDefinition::AlwaysChargeUpToMin(); // 0x10DFA104
FVector2D FortWeaponItemDefinition::GetReticleCenterImageOffset(); // 0x10DFA4D4
FDataTableRowHandle FortWeaponItemDefinition::GetWeaponStatHandle(); // 0x10DFA840
bool FortWeaponItemDefinition::HasAmmo(); // 0x10DFA8D2
float FortWeaponItemDefinition::GetWeaponRechargeCooldown(int32 InLevel); // 0x780F0D2
float FortWeaponItemDefinition::GetWeaponRechargeAmmoQuantity(int32 InLevel); // 0x780EA4A
float FortWeaponItemDefinition::GetWeaponRechargeAmmoRate(int32 InLevel); // 0x780ED90
bool FortWeaponItemDefinition::HasUniqueAmmo(); // 0x10DFA902
bool FortWeaponItemDefinition::NoFireOnReleaseBeforeMinChargeTime(); // 0x10DFA9B2
bool FortWeaponItemDefinition::RequiresAmmoToFire(bool bPrimaryFire); // 0x780F872
bool FortWeaponItemDefinition::IsModSlotLocked(FGameplayTag ModSlotTag); // 0x780F63E
void FortWeaponItemDefinition::InitializeAlterationsBasedOnLootLevel(FortItemEntry ItemEntry); // 0x780F418
bool FortWeaponItemDefinition::IsModifiableWeapon(); // 0x10DFA936
FText FortWeaponItemDefinition::GetShortDisplayName(); // 0x10DFA5AA
bool FortWeaponItemDefinition::GetShowRechargeCooldown(); // 0x10DFA63C
EFortWeaponTriggerType FortWeaponItemDefinition::GetSecondaryTriggerType(); // 0x10DFA590
TArray<float> FortWeaponItemDefinition::GetReticleCornerAngles(); // 0x10DFA4F0
Class* FortWeaponItemDefinition::GetSecondaryFireAbility(); // 0x10DFA510
EFortWeaponTriggerType FortWeaponItemDefinition::GetTriggerType(); // 0x10DFA67A
FortWeaponItemDefinition* FortWeaponItemDefinition::GetWeaponMeshOverride(); // 0x10DFA766
TArray<FortWeaponModSlot> FortWeaponItemDefinition::GetWeaponModSlots(); // 0x10DFA79C
TArray<TSoftObjectPtr<MaterialInterface>> FortWeaponItemDefinition::GetWeaponMaterialOverrides(); // 0x10DFA738
bool FortWeaponItemDefinition::GetUsesCustomAmmoType(); // 0x10DFA694
Class* FortWeaponItemDefinition::GetWeaponActorClass(); // 0x10DFA6B4
void FortWeaponComponent_Swinging::OnForgivenessTimerStarted(); // 0x1F94C
void FortWeaponComponent_Swinging::OnSecondaryPressed(FortWeaponComponent_Swinging* Weapon); // 0x6A5C430
void FortWeaponComponent_Swinging::OnForgivenessTimerFinished(); // 0x1F94C
void FortWeaponComponent_Swinging::OnExitGround(); // 0x1F94C
void FortWeaponComponent_Swinging::OnForgivenessTimerCanceled(); // 0x1F94C
void FortWeaponComponent_Swinging::OnServerValidatedTarget(); // 0x1F94C
void FortWeaponComponent_Swinging::SetForgivenessTimer(float NewTimer); // 0x6A5CC66
void FortWeaponComponent_Swinging::SetTargetingResults(FHitResult HitResult, bool bHitSomething); // 0x1F94C
void FortWeaponComponent_Swinging::ServerSetTargetingResults(FHitResult HitResult, bool bHitSomething); // 0x6A5C84C
void FortWeaponComponent_Swinging::OnSingleFire(); // 0x10520A0C
void FortWeaponComponent_Swinging::OnSpawnedProjectile(FortWeaponComponent_Swinging* Projectile); // 0x6A5C63E
void FortWeaponComponent_Subweapon::HandleAimDownSightsChanged(bool bIsADS); // 0x6A5BFFE
void FortWeaponComponent_Subweapon::OnRep_SubweaponData(); // 0x105201CA
bool FortWeaponComponent_ScopeAnimation::UseNativeCalcScopeOffset(); // 0x10520152
void FortWeaponComponent_ScopeAnimation::CalcScopeOffset(float DeltaSeconds, float XRecoilOffset, float YRecoilOffset, float XADSOffset, float YADSOffset, float OutScopeCameraOffsetX, float OutScopeCameraOffsetY); // 0x6A5B3EC
void FortWeaponComponent_ScopeAnimation::ResetScopeRotation(); // 0x1052013A
void FortWeaponComponent_Swinging::CancelForgivenessTimer(); // 0x105206C0
void FortWeaponComponent_Swinging::OnDetachTooClose(); // 0x1F94C
void FortWeaponComponent_Swinging::OnDetachTooSlow(); // 0x1F94C
bool FortWeaponComponent_Swinging::IsForgivenessTimerActive(); // 0x10520852
void FortWeaponComponent_Swinging::ForceEndForgivenessTimer(); // 0x10520774
bool FortWeaponComponent_Swinging::IsActorPullable(Actor* Actor); // 0x6A5C214
void FortWeaponComponent_Swinging::UpdateReticle(bool bHitSomething, bool bUseBlocked, bool bIsWeaponAimingAtTarget, FVector TargetPos); // 0x1F94C
void FortWeaponComponent_VehicleLeanWithPrimaryFire::MultiSetLeanReloadRequested(bool bNewLeanReloadRequested); // 0x5BB22AC
void FortWeaponComponent_VehicleLeanWithPrimaryFire::MultiUpdateForcedLeanFlag(EForcedLeanRPCFlag FlagType); // 0x54AD84C
void FortWeaponComponent_VehicleLeanWithPrimaryFire::InitLeanState(); // 0x100982F4
FortTouchAimAssistOverrideFlags FortWeaponComponent_TouchAimAssist::GetTouchAimAssistOverrideFlags(); // 0x10522F18
FortTouchAimAssistSettings FortWeaponComponent_TouchAimAssist::GetTouchAimAssistSettings(); // 0x10522F58
void FortWeaponComponent_VehicleLeanWithPrimaryFire::NotifyTryReloadFailed(FGameplayTagContainer ReloadFailureTags); // 0x64B03C6
void FortWeaponComponent_VehicleLeanWithPrimaryFire::OnWeaponEquipped(FortWeaponComponent_VehicleLeanWithPrimaryFire* EquippedWeapon); // 0x64B0C02
void FortWeaponComponent_VehicleLeanWithPrimaryFire::OnWeaponUnHolstered(); // 0x10098320
void FortWeaponComponent_VehicleLeanWithPrimaryFire::OnReload(float ReloadTime, EFortWeaponReloadType ReloadType); // 0x64B0830
void FortWeaponComponent_VehicleLeanWithPrimaryFire::OnPawnEnteredVehicle(); // 0x1009830A
void FortWeaponComponent_VehicleLeanWithPrimaryFire::OnPawnVehicleSeatChanged(int32 SeatIndex); // 0x64B0622
float FortWeaponComponent_TargetModeSelector_Zoom::GetScopeCameraOffset(float ScopeSizeConstant, float DefautFOV, float DefaultScopeOffset); // 0x6A5F782
void FortWeaponComponent_TargetModeSelector_Zoom::LerpScopeMaterialParameters(float Alpha); // 0x6A5FD1A
void FortWeaponComponent_TargetModeSelector::ServerSetTargetMode(int32 NewTargetMode); // 0x6A5F56A
void FortWeaponComponent_TargetModeSelector::OnRep_TargetMode(); // 0x10521EB8
void FortWeaponComponent_TargetModeSelector::OnSetTargeting(bool bNewIsTargeting); // 0x6A5F34E
void FortWeaponComponent_TargetState::ClearTrackedTarget(); // 0x13DF09E
void FortWeaponComponent_TargetState::UpdateTargetType(FGameplayTagContainer TargetTypeGameplayTags); // 0x6A60936
void FortWeaponComponent_TargetingHUDVisibility::OnWeaponTargetingChanged(bool bIsTargeting); // 0x64B01B0
void FortWeaponComponent_TargetState::UpdateTargetInfo(bool bIsTargetValid, FVector TargetWorldLocation); // 0x6A60524
void FortWeaponComponent_TargetState::DetermineTargetType(Actor* ActorToCheck, FGameplayTagContainer OutTargetTypeGameplayTags); // 0x6A5FF2E
void FortWeaponComponent_TargetState::TrackTarget(FortWeaponComponent_TargetState* ActorToTrack); // 0x6A60310
void PartyDisplayManager::ResOutPawnFromLobby(FortPlayerPawn* Pawn, int32 PartyIndex); // 0x1F94C
FortPawn* SimpleDestructiblePropGroup::HandleTrackedPawnBaseChanged(SimpleDestructiblePropGroup* NewBase); // 0x691C99A
bool PartyDisplayManager::GetPartyMemberIndexByPlayerPawn(FortPlayerPawn* PlayerPawn, int32 OutPlayerIndex); // 0x6F0BA2C
void FortWeaponRanged_Ostrich::ServerSetCharging(bool bNewCharging); // 0x7851B6A
void FortWeaponRanged_Ostrich::ServerSetFiringRockets(bool bNewFiring, int32 NumToFire); // 0x7851D8A
void AdHocSquadData::HandlePlayerJoinedSquadInternal(FortPlayerStateAthena* PlayerState, AdHocSquadData* PreviousAdHocSquadData); // 0x67517C8
void AthenaCosmeticItemDefinition::UpdateLockedFloatSliderVariant(FortPlayerController* FortPC, FGameplayTag ChannelTag); // 0x6AE8AEE
FCompassMarkHandle AthenaLocalCompassComponent::AddToPlayerCompass(FortPlayerController* InPlayerController); // 0x681FB20
AsyncAction_GetGatedEmoteToPlay* AsyncAction_GetGatedEmoteToPlay::GetGatedEmoteToPlay(Object* WorldContext, FortPlayerPawn* LocalPawn, bool bisFrontEnd); // 0x6AA92A0
FortPlayerStateAthena* AdHocSquadData::HandlePlayerLeftSquadInternal(AdHocSquadData* PreviousAdHocSquadData); // 0x6751BAC
bool AdHocSquadData::ShouldDissolve(FortPlayerStateAthena* LeavingPlayer, EAdHocSquads_LeaveSquadReason LeaveReason); // 0x6751F90
void FortWeaponRanged_Ostrich::OnLoadedRockets(int32 NumRocketsLoaded); // 0x1F94C
void FortWeaponRanged_Ostrich::OnRep_RocketsCooldown(); // 0x10E3650E
void FortWeaponRanged_Ostrich::LoadShotgunAmmo(); // 0x10E36484
float FortWeaponRanged_Ostrich::GetRocketsCooldown(); // 0x10E36424
float FortWeaponRanged_Ostrich::GetTimeToLoadOneAmmoCharge(); // 0x10E36454
void FortWeaponRanged_Ostrich::OnRocketFired(SceneComponent* AttachToMesh, FName AttachToSocket); // 0x1F94C
void FortWeaponRanged_Ostrich::OnServerLoadSingleRocket(); // 0x10E36848
void FortWeaponRanged_Ostrich::PlayReloadAnim(); // 0x10E3688E
void FortWeaponRanged_Ostrich::OnServerActivateSecondaryFire(FortGameplayAbility* SecondaryFire, FVector LaunchPosition); // 0x78517AC
void FortWeaponRanged_Ostrich::OnRocketFiringStarted(SceneComponent* AttachToMesh, FName AttachToSocket); // 0x1F94C
void FortWeaponRanged_Ostrich::OnRocketLauncherSettle(SceneComponent* AttachToMesh, FName AttachToSocket); // 0x1F94C
void AthenaLocalCompassComponent::AddToPlayerCompassForDuration(FortPlayerController* InPlayerController, float duration); // 0x681FD66
void CreativePlayerHealthInfoComponent::OnMinigamePlayerDeadStateChanged(FortPlayerStateAthena* PlayerState, bool bIsDead); // 0x6B7A46A
void CreativeQuickbarComponent::HandleWeaponEquipped(FortWeapon* NewWeapon, CreativeQuickbarComponent* PrevWeapon); // 0x6BBDA86
void CreativePlayerHealthInfoComponent::OnMinigamePlayerClassApplied(FortPlayerState* PlayerState, uint8 ClassSlotIndex); // 0x6B7A09C
bool CreativeMiniMapComponent::BP_IsVisibleToPlayer(FortPlayerController* PC); // 0x6B95902
void CreativePlayerHealthInfoComponent::OnMinigamePlayerChangedTeam(FortPlayerState* PlayerState, uint8 TeamId, uint8 OldTeamId, bool bTeamChangedWithoutRespawn); // 0x6B7999A
void CreativeRegisteredPlayersManagerComponent::GetRegisteredPlayers(TArray<FortPlayerState*> OutPlayerStateArray); // 0x6B7D3AC
void DestroyOnSafeZonePhaseComponent::HandlePlaylistReady(FortGameStateAthena* GameState, FortPlaylist* Playlist, FGameplayTagContainer PlaylistContextTags); // 0x696BED0
FortPawn* DropItemCustomAction::HandleItemSpawn(FDropItemCustomBehaviorParameters Params, bool bOutUseDefaultSpawn); // 0x1F94C
void CustomRechargeAmmoAction::ShouldWeaponRechargeAmmo(FortPlayerController* PlayerController, bool bOutShouldRecharge); // 0x1F94C
void CreativeRegisteredPlayersManagerComponent::OnRep_RegisteredPlayers(TArray<TWeakObjectPtr<FortPlayerState>> PreviouslyRegisteredPlayers); // 0x6B7D7F6
bool CreativeSpawnOverrideInterface::OverridePlayerSpawnLocationAndRotation(FortPlayerStateAthena* PlayerState, FVector OutLocation, FRotator OutRotation); // 0x647AB96
bool BlueprintLibrarySTW::IsPlayerOwnerOfHestiaBeauty(FortPlayerController* PlayerController); // 0x76805AC
bool BlueprintLibrarySTW::SwitchHeroType(FortPlayerController* FortPC, FString NewHeroName); // 0x7680F5A
void AthenaSpectatorPlayerListRowData::SetKills(FortPlayerStateAthena* PS, int32 InKills); // 0x7624C96
void AthenaMarkerComponent::HandleServerSquadChange(FortPlayerStateAthena* InPlayerState, uint8 PreviousSquadId); // 0x45EFA88
void AthenaMultiStateEmoteItemDefinition::PlayActiveEmote(FortPlayerPawn* FortPawn, bool bAdvanceActiveEmote); // 0x45841F6
void BuildingActorManager::OnPlaylistDataLoaded(FortGameStateAthena* GameState, FortPlaylist* Playlist, FGameplayTagContainer PlaylistContextTags); // 0x6886BA4
FString CreativeBlueprintLibrary::GetCreativeIslandCode(FortPlayerControllerAthena* PlayerControllerAthena); // 0x6BA7048
int32 CreativeBlueprintLibrary::GetCreativeIslandMatchmakingMaxPlayers(FortPlayerControllerAthena* PlayerControllerAthena); // 0x6BA7294
void ConsolidatedQuestComponent::UpdateCompletedForPlayer(FortPlayerController* InPlayerController, bool bCompleted); // 0x696A0E0
bool ConsolidatedQuestComponent::IsInteractable(FortPlayerController* InteractingController); // 0x6969416
void ConsolidatedQuestComponent::OnPlaylistDataReady(FortGameStateAthena* GameState, FortPlaylist* Playlist, FGameplayTagContainer PlaylistContextTags); // 0x6969632
void FortWeaponRangedDualSwing::OnRopeStartFadeOut(); // 0x1F94C
void FortWeaponRangedDualSwing::OnRopeUpdated(FVector RopeDirection, float RopeLength); // 0x1F94C
void FortWeaponRangedDualSwing::OnRopeFadeOutComplete(); // 0x1F94C
void FortWeaponRangedDualSwing::OnRep_RopeAttachPointActor(); // 0x10E31B98
void FortWeaponRangedDualSwing::OnRopeAttached(); // 0x1F94C
bool FortWeaponRangedDualSwing::SetActiveOverrideSwingingControlParams(FGameplayTag ControlParamsTag); // 0x784D06E
FortWeaponRangedForVehicleMod* FortWeaponRangedForVehicleMod::GetModComponent(EModExecResult OutExec); // 0x784DAAC
void FortWeaponRangedForVehicleMod::HandleOverheatValueChanged(float CurrentValue, float MaxValue, EFortWeaponOverheatState State, bool bIsInCooldown); // 0x784DCEC
void FortWeaponRangedForVehicle::OnRep_MountedWeaponInfoRepped(); // 0x10E3257A
void FortWeaponRangedDualSwing::UpdateRope(); // 0x10E31BBC
void FortWeaponRangedForVehicle::OnHostVehicleSetup(); // 0x1F94C
void FortWeaponRangedDualSwing::AttachRope(FortWeaponRangedDualSwing* AttachPointActor); // 0x784C5EA
void FortWeaponRangedDualSwing::DetachRope(); // 0x10E315BC
void FortWeaponRangedDualForVehicle::OnRep_MountedWeaponInfoRepped(); // 0x10E30D92
void FortWeaponRangedDual::SetShellBurstData(EShellType InShellTypeToEject, TArray<bool> InShellActiveStatus, TArray<FName> InShellBurstNames); // 0x784A8DE
void FortWeaponRangedDualForVehicle::OnHostVehicleSetup(); // 0x1F94C
FVector FortWeaponRangedDualSwing::GetRopeAttachSocketLocation(); // 0x10E315D2
void FortWeaponRangedDualSwing::OnPlayerStartSkidding(); // 0x1F94C
void FortWeaponRangedDualSwing::OnPlayerTouchedGroundAfterSwingEnded(); // 0x1F94C
void FortWeaponRangedDualSwing::OnPlayerHitWhileSwinging(FHitResult Hit); // 0x1F94C
Actor* FortWeaponRangedDualSwing::OnPlayerHit(FVector NormalImpulse, FHitResult Hit); // 0x784C8F8
void FortWeaponRangedDualSwing::OnPlayerHitWallWhileSwinging(); // 0x1F94C
FortWeaponRangedMountedCannon* FortWeaponRangedMountedCannon::GetVehicleSkeletalMesh(); // 0x10E332D0
void FortWeaponRangedTowHook::OnRep_TowHook(); // 0x10E35D08
PrimitiveComponent* FortWeaponRangedTowHook::SetupTowhookAttachmentsOnServer(FortWeaponRangedTowHook* SecondAttachedPrimitive); // 0x78513D6
void FortWeaponRangedTowHook::DetachActorsFromTowHook(); // 0x10E35C00
void FortWeaponRangedTowHook::ActorDetachedFromTowHook(FortWeaponRangedTowHook* DetachedActor); // 0x1F94C
void FortWeaponRangedTowHook::AttachToTowHook(FortWeaponRangedTowHook* ActorToAttach); // 0x78511C2
float FortWeaponRanged_Ostrich::GetAimPointCacheRange(); // 0x10E362FE
int32 FortWeaponRanged_Ostrich::GetMaxRockets(); // 0x10E363C0
int32 FortWeaponRanged_Ostrich::GetMinRocketsForFiring(); // 0x10E363F2
float FortWeaponRanged_Ostrich::GetFireRate(); // 0x10E36390
int32 FortWeaponRanged_Ostrich::GetAmmoPerCharge(); // 0x10E3632E
float FortWeaponRanged_Ostrich::GetAutofireDelay(); // 0x10E36360
FVector FortWeaponRangedOctopusTowhook::GetTowhookTargetLocation(); // 0x10E33D10
bool FortWeaponRangedProxy::IsHostWeaponDisabled(); // 0x10E34670
void FortWeaponRangedMountedCannon::ServerFireActorInCannon(FVector LaunchDir); // 0x784ECB4
void FortWeaponRangedMountedCannon::OnLaunchPawn(FortPlayerPawn* Pawn, FVector LaunchDir); // 0x1F94C
void FortWeaponRangedMountedCannon::OnPreLaunchPawn(FortPlayerPawn* Pawn, FVector LaunchDir); // 0x1F94C
void FortWeaponRangedProxy::OnHostPawnWeaponEquipped(FortWeapon* NewWeapon, FortWeaponRangedProxy* PrevWeapon); // 0x784F4F4
void FortWeaponRangedProxy::SetHostPawn(FortWeaponRangedProxy* Pawn); // 0x785042C
void FortWeaponRangedProxy::SetHostWeaponDisabled(bool bNewIsDisabled); // 0x7850646
void FortWeaponRangedProxy::OnRep_HostPawn(FortWeaponRangedProxy* PrevHostPawn); // 0x7850212
void FortWeaponRangedProxy::OnHostPawnWeaponUnequipped(FortWeaponRangedProxy* PrevWeapon); // 0x784F8CA
void FortWeaponRangedProxy::OnHostWeaponGetAimRotOverride(FortWeapon* Weapon, EFortAbilityTargetingSource TargetingSource, FRotator OutOverrideAimRot, bool bOutExecutionResult); // 0x784FAE0
FortGameStateAthena* DynamicDestructionManager::OnPlaylistDataReady(FortPlaylist* Playlist, FGameplayTagContainer PlaylistContextTags); // 0x6CBBA36
FortAbilitySystemUI* FortAbilitySystemUI::GetDefaultObjectOfGameplayEffectType(); // 0x776ED52
FortGameplayEffectDescription FortAbilitySystemUI::GetStaticGameplayEffectDescription(float Level); // 0x776EF6E
FortAbilitySystemInterface* FortAbilitySystemInterface::GetAbilitySystemComponent_DontCreate(); // 0x64D53D6
FortAbilitySystemFunctionLibrary* FortAbilitySystemFunctionLibrary::GetAbilitySystemComponentFromComponent(); // 0x64D456C
FortAbilitySystemFunctionLibrary* FortAbilitySystemFunctionLibrary::GetAbilitySystemComponentFromObject(Object* Object); // 0x64D4B24
FortAbilityTask_ApplyRootMotionFallingBoostForce* FortAbilityTask_ApplyRootMotionFallingBoostForce::ApplyRootMotionFallingBoostForce(GameplayAbility* OwningAbility, FName TaskInstanceName, float VerticalImpulse, float duration, float GravityScalar, float MaxAcceleration, float LateralFriction, float MaxLateralSpeed); // 0x6529442
FortAbilityTask_ApplyRootMotion_Slide* FortAbilityTask_ApplyRootMotion_Slide::ApplyRootMotion_Slide(GameplayAbility* InOwningAbility, FName InTaskInstanceName, float InDuration, FVector InInitialDirection, float InMinSpeed, float InMaxSpeed, CurveFloat* InSpeedCurve, float InFloorTraceHeight, ERootMotionFinishVelocityMode InVelocityOnFinishMode, FVector InSetVelocityOnFinish, float InClampVelocityOnFinish); // 0x652E15A
FortAbilityTask_AsyncTargetingAndCascadeLOSDamage* FortAbilityTask_AsyncTargetingAndCascadeLOSDamage::AsyncTargetingAndCascadeLOSDamage(GameplayAbility* OwningAbility, FName TaskInstanceName, int32 MaxHitsToProcessPerFrame, ECollisionChannel LOSTraceChannel, FGameplayTag DamageGameplayEffectContainerTag, bool bSyncProcessRemainingHitsOnEnd, bool bDisableCascadeDamageForPawn); // 0x653062E
FortAbilityTask_ApplyRootMotion_DashForce* FortAbilityTask_ApplyRootMotion_DashForce::ApplyRootMotion_DashForce(FName InTaskInstanceName, FVector InTargetLocation, float InDuration, float InHeightAboveGround, bool bInSetNewMovementMode, EMovementMode InMovementMode, bool bInRestrictSpeedToExpected, CurveVector* InPathOffsetCurve, ERootMotionFinishVelocityMode InVelocityOnFinishMode, FVector InSetVelocityOnFinish, float InClampVelocityOnFinish); // 0x652BD4E
void FortAbilityTask_ApplyRootMotionFallingBoostForce::OnLandedCallback(FHitResult Hit); // 0x652A1D4
FortAbilityTask_ApplyRootMotionFollowCharacterRotation* FortAbilityTask_ApplyRootMotionFollowCharacterRotation::ApplyRootMotionFollowCharacterRotation(FName TaskInstanceName, float StrengthInWater, float duration, bool bIsAdditive, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float ClampVelocityOnFinish, bool bEnableGravity); // 0x652A7C0
AnimMontage* FortAbilitySystemComponent::SetLandingMontageReplication(FName Section1, AnimMontage* Montage2, FName Section2); // 0x64CE62A
void FortAbilitySystemComponent::SetSharedAnimState(EFortSharedAnimationState State); // 0x64CED3C
void FortAbilitySystemComponent::SetActorInfoSkeletalMeshComponent(FortAbilitySystemComponent* SkeletalMeshComponent); // 0x64CE416
void FortAbilitySystemComponent::OverrideAbilityBehaviorDistanceValueByTag(FGameplayTagContainer Tags, FGameplayTagContainer GameplayAbilityDistanceTagContainer, float DistanceValue); // 0x64CD8DC
int32 FortAbilitySystemComponent::RemoveActiveEffectsWithTagsAndSource(FGameplayTagContainer Tags, Object* Source); // 0x64CDFEA
void FortAbilitySystemComponent::SetSharedAnimStateWithMontage(EFortSharedAnimationState State, FortAbilitySystemComponent* Montage); // 0x64CEF62
FortAbilitySystemComponentTooltipContext* FortAbilitySystemComponentTooltipContext::SpawnAbilitySystemTooltipContextFromOtherContext(); // 0x776C1D6
FortAbilitySystemFunctionLibrary* FortAbilitySystemFunctionLibrary::GetAbilitySystemComponentFromActor(Actor* Actor, Class* AbilitySystemComponentClass); // 0x64D3D62
FortAbilitySystemComponentTooltipContext* FortAbilitySystemComponentTooltipContext::SpawnAbilitySystemTooltipContext(); // 0x10D8E200
void FortAbilitySystemComponent::StartOverrideReplicateMontageAnimPosition(); // 0x10108A72
void FortAbilitySystemComponent::StopOverrideReplicateMontageAnimPosition(); // 0x10108AB6
FortAbilityTask_AutoAimConditionFailed* FortAbilityTask_AutoAimConditionFailed::CreateAutoAimConditionFailed(); // 0x653216C
void FortAbilityTask_PlayContextualAnimAndWait::OnGameplayAbilityCancelled(); // 0x10144D96
void FortAbilityTask_PlayContextualAnimAndWait::OnJoinedContextualAnimScene(FortAbilityTask_PlayContextualAnimAndWait* SceneActorComponent); // 0x653B14A
void FortAbilityTask_PlayContextualAnimAndWait::OnAnimNotifyBegin(ContextualAnimSceneActorComponent* SceneActorComponent, FName NotifyName); // 0x653AD56
FortAbilityTask_PlayContextualAnimAndWait* FortAbilityTask_PlayContextualAnimAndWait::CreatePlayContextualAnimWithSectionNameAndWaitProxy(GameplayAbility* OwningAbility, FName TaskInstanceName, ContextualAnimSceneAsset* SceneAsset, FName SectionName); // 0x6539BCE
FortAbilityTask_PlayContextualAnimAndWait* FortAbilityTask_PlayContextualAnimAndWait::CreateTransitionContextualAnimToSpecificSetAndWaitProxy(FName TaskInstanceName, ContextualAnimSceneAsset* SceneAsset, FName SectionName, int32 AnimSetIdx); // 0x653A4A8
void FortAbilityTask_PlayContextualAnimAndWait::OnLeftContextualAnimScene(FortAbilityTask_PlayContextualAnimAndWait* SceneActorComponent); // 0x653B35E
void FortAbilityTask_PlayMontageWaitNotify::OnAbilityCancelled(); // 0xD81F9B0
void FortAbilityTask_PlayMontageWaitNotify::OnMontageBlendingOut(AnimMontage* Montage, bool bInterrupted); // 0x5BA8772
bool FortAbilityTask_PlayContextualAnimAndWait::TransitionContextualAnimSceneToSection(FName Section, bool bKeepCurrentAnimSet); // 0x653B8F4
void FortAbilityTask_PlayContextualAnimAndWait::OnPredictedSceneStartFailed(FortAbilityTask_PlayContextualAnimAndWait* SceneAsset); // 0x653B56C
void FortAbilityTask_PlayContextualAnimAndWait::StopContextualAnimScene(); // 0x10145020
void FortAbilityTask_PlayAnimAndWait::OnAnimBlendingOut(AnimMontage* Montage, bool bInterrupted); // 0x6536324
void FortAbilityTask_PlayAnimAndWait::OnAnimInterrupted(); // 0x10143584
FortAbilityTask_PlayAnimAndWait* FortAbilityTask_PlayAnimAndWait::CreatePlayAnimAndWaitProxy(FName TaskInstanceName, FortGameplayAbilityMontageInfo PlayMontageInfo, EFortSharedAnimationState AnimState, bool bStopWhenAbilityEnds); // 0x65359A2
FortAbilityTask_CommitAccountCosts* FortAbilityTask_CommitAccountCosts::CommitAccountCosts(); // 0x6532A20
FortAbilityTask_MoveAI* FortAbilityTask_MoveAI::CreateMoveAITask(GameplayAbility* OwningAbility, FName TaskInstanceName, Actor* MoveActor, FVector MoveLocation, EPawnActionMoveMode MoveMode, EPathObstacleAction PathObstacleAction, bool bStopAtEnd, EAIOptionFlag AcceptPartialPath, bool bFinishOnPlayerCollision, bool bProjectGoalLocationOnNavMesh, float AcceptableRadius, FGameplayTag NavFilterTag, bool bUseContinuousGoalTracking, EAIOptionFlag RequireNavigableEndLocation); // 0x6533386
void FortAbilityTask_PlayAnimWaitTarget::OnTargetDataCancelledCallback(); // 0x10143B00
FortAbilityTask_PlayContextualAnimAndWait* FortAbilityTask_PlayContextualAnimAndWait::CreatePlayContextualAnimAndWaitProxy(GameplayAbility* OwningAbility, FName TaskInstanceName); // 0x6538A38
FortAbilityTask_PlayContextualAnimAndWait* FortAbilityTask_PlayContextualAnimAndWait::CreatePlayContextualAnimWithSectionAndSetAndWaitProxy(GameplayAbility* OwningAbility, FName TaskInstanceName, int32 SectionIdx, int32 AnimSetIdx); // 0x6539156
FortAbilityTask_PlayAnimWaitTarget* FortAbilityTask_PlayAnimWaitTarget::PlayAnimWithMontageInfoAndWaitForTrigger(GameplayAbility* OwningAbility, FName TaskInstanceName, EFortSharedAnimationState AnimState); // 0x6537A76
void FortAbilityTask_PlayAnimWaitTarget::OnTargetDataReadyCallback(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag); // 0x6536C26
FortAbilityTask_PlayAnimWaitTarget* FortAbilityTask_PlayAnimWaitTarget::PlayAnimWaitTarget(GameplayAbility* OwningAbility, FName TaskInstanceName, AnimMontage* MontageToPlay, EFortSharedAnimationState AnimState, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, FName OverrideSection); // 0x6537030
TArray<Actor*> FortAbilitySystemBlueprintLibrary::FilterTargetsInCone(FVector ConeStart, FVector ConeEnd, float ConeRadius, FGameplayTagContainer ExcludeFromObstructionTags, bool bShouldCheckLos, float UseActorCapsuleDotCalculationScalar, float DebugDrawDuration); // 0x6D2DB9A
FortAbilitySystemBlueprintLibrary* FortAbilitySystemBlueprintLibrary::FindTargetClosestToViewDirection(Controller* Controller, TArray<Actor*> TargetActors); // 0x6D2F9B0
void FortAbilitySystemBlueprintLibrary::EffectContextSetCritical(FGameplayEffectContextHandle EffectContext, bool bInCritical); // 0x6D2D794
TArray<FText> FortAbilityKit::GetDescription(Object* WorldContextObject, bool bFindSummaryTooltip); // 0x76B096A
void FortAbilitySystemBlueprintLibrary::AssignActiveGameplayEffectTagSetByCallerMagnitude(FActiveGameplayEffectHandle ActiveHandle, FGameplayTag DataTag, float Magnitude); // 0x6D2D1F8
FString FortAbilitySystemBlueprintLibrary::GetAbilitySystemDebugInfo(Actor* DebugActor); // 0x6D30068
FortAbilitySystemBlueprintLibrary* FortAbilitySystemBlueprintLibrary::GetFortAbilitySystemComponent(Actor* Actor); // 0x6D314CA
FGuid FortAbilitySystemBlueprintLibrary::GetGameplayEffectContextItemGuid(FGameplayEffectContextHandle Handle); // 0x6D316E2
FGameplayEffectContextHandle FortAbilitySystemBlueprintLibrary::GetEffectContextFromSpec(FGameplayEffectSpec Spec); // 0x6D31160
float FortAbilitySystemBlueprintLibrary::GetCooldownTimeRemaining(Actor* Actor, FGameplayTagContainer CooldownTags); // 0x6D3029C
void FortAbilitySystemBlueprintLibrary::GetCooldownTimeRemainingAndDuration(Actor* Actor, FGameplayTagContainer CooldownTags, float TimeRemaining, float CooldownDuration); // 0x6D30830
void FNEClassComponent::GetPlayersWithClassSlot(uint8 ClassSlot, TArray<FortPlayerState*> OutPlayers); // 0x70EDA60
bool FNEClassComponent::IsPlayerUsingClassSlot(FortPlayerState* PlayerState, uint8 ClassSlot); // 0x70EDE2C
uint8 FNEClassComponent::GetDefaultClassSlot(FortPlayerState* PlayerState); // 0x70ED844
ExtraWeaponModernizationBlueprintLibrary* ExtraWeaponModernizationBlueprintLibrary::GetReloadCameraModeCDO(FortWeapon* Weapon); // 0x7C49150
uint8 FNEClassComponent::GetClassSlotForPlayer(FortPlayerState* PlayerState, bool bUseDeathInfo); // 0x70EC9C4
bool FNEClassComponent::SetClassSlotForPlayer(FortPlayerState* PlayerState, uint8 NewClassSlot, DelegateProperty OnComplete, bool bRespawnPlayer, bool bResetCurrentVitals, EClearItemOnSwitchRules eClearItemsRule, float ClassSwitchDelay, float ClassSwitchThrottleTime); // 0x70EE21E
bool FortAbilityCanHitTargetOverrideInterface::ShouldAcceptCanHitForTarget(Actor* Target, FortGameplayAbility* ability); // 0x1F94C
void FortAbilityKit::BP_GetGadgets(TArray<FortGadgetItemDefinition*> GadgetItemDefinitions); // 0x76B073C
void FNEVoiceChatComponent::OnPlayerChangedTeam(FortPlayerState* PlayerState, uint8 TeamId, uint8 OldTeamId, bool bTeamChangedWithoutRespawn); // 0x70F9160
void FNEPersistenceManagerComponent::GetPersistencePlayers(TArray<FortPlayerState*> PersistencePlayers); // 0x6480F62
void FNETextChatComponent::OnMinigamePlayerAdded(FUniqueNetIdRepl UniqueNetId, bool bIsLocalPlayer, FNETextChatComponent* FortPlayerState); // 0x70F77A6
float FortAbilitySystemBlueprintLibrary::GetGrantedSetByCallerMagnitude(GameplayAbility* ability, FGameplayTag DataTag, bool bFound); // 0x6D3195E
FAttributeInfo FortAbilitySystemComponent::FindAttributeInformation(FString AttributeName); // 0x64CC1A2
TArray<FActiveGameplayEffectHandle> FortAbilitySystemComponent::GetActiveEffectsWithAllTagsAndSource(FGameplayTagContainer Tags, Object* Source); // 0x64CC44A
bool FortAbilitySystemComponent::CanActivateAbilityWithMatchingTag(FGameplayTagContainer GameplayAbilityTags); // 0x64CBF44
FActiveGameplayEffectHandle FortAbilitySystemComponent::BP_FortApplyGameplayEffectToTarget(Class* GameplayEffectClass, AbilitySystemComponent* TargetOfEffect, Actor* OptionalEffectCauser, Actor* OptionalDamageSource, float Level, FGameplayEffectContextHandle EffectContext); // 0x64CA54C
void FortAbilitySystemComponent::BP_UnBlockAbilitiesWithTags(FGameplayTagContainer Tags, bool bForce); // 0x64CBA9A
float FortAbilitySystemComponent::GetAttributeMagnitude(FAttributeInfo Info); // 0x64CC8C0
void FortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents(); // 0x117A59C
void FortAbilitySystemComponent::OnRep_SharedAnim(); // 0x10108812
FGameplayEffectContextHandle FortAbilitySystemComponent::MakeFortEffectContext(Actor* EffectCauser, Actor* DamageSource, int32 GameplayEffectLevel); // 0x64CD164
bool FortAbilitySystemComponent::HasAbilityWithAnyMatchingTag(FGameplayTagContainer Tags, bool bActiveAbilitiesOnly); // 0x64CCADC
bool FortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(FGameplayTagContainer Tags); // 0x64CCF00
bool FortAbilitySystemBlueprintLibrary::IsGameplayCueActive(Actor* Actor, FGameplayTag GameplayCueTag); // 0x6D33232
bool FortAbilitySystemBlueprintLibrary::IsGameplayEffectContextAbilityChildOf(FGameplayEffectContextHandle GameplayEffectContextHandle, Class* AbilityClass); // 0x6D33620
bool FortAbilitySystemBlueprintLibrary::IsCooldownTagsActive(Actor* Actor, FGameplayTagContainer CooldownTags); // 0x6D32E1A
FGameplayAbilitySpecHandle FortAbilitySystemBlueprintLibrary::GrantAndActivateAbilityOnSelf(Class* AbilityToGrant, Object* ContextObject); // 0x6D31F9C
FGameplayAbilitySpecHandle FortAbilitySystemBlueprintLibrary::GrantAndActivateAbilityOnSelfWithParams(FGameplayEventData GameplayEventData); // 0x6D32538
bool FortAbilitySystemBlueprintLibrary::IsGameplayEffectContextAbilityInstance(FGameplayEffectContextHandle GameplayEffectContextHandle, GameplayAbility* AbilityInstance); // 0x6D33A2E
FActiveGameplayEffectHandle FortAbilitySystemComponent::BP_FortApplyGameplayEffectSpecToTarget(FGameplayEffectSpecHandle GameplayEffectSpecHandle, Object* OptionalSourceObject, Actor* OptionalEffectCauser, FGameplayEffectContextHandle EffectContext); // 0x64C8BA4
FActiveGameplayEffectHandle FortAbilitySystemComponent::BP_FortApplyGameplayEffectToSelf(Object* OptionalSourceObject, Actor* OptionalEffectCauser, float Level, FGameplayEffectContextHandle EffectContext); // 0x64C9A04
void FortAbilitySystemComponent::BP_CancelAbilitiesWithTags(FGameplayTagContainer Tags); // 0x64C8950
bool FortAbilitySystemBlueprintLibrary::SetGameplayEffectContextItemGuid(FGameplayEffectContextHandle Handle, FGuid ItemGuid); // 0x6D33E5E
void FortAbilitySystemComponent::BP_BlockAbilitiesWithTags(FGameplayTagContainer Tags); // 0x64C8702
float FortWeaponRanged::GetCurrentReticleSpreadMultiplier(); // 0x10FCCB96
float FortWeaponRanged::GetCurrentSpreadInDegrees(); // 0x10FCCC2A
float FortWeaponRanged::GetCurrentOverheatValue(); // 0x10FCCB78
FortWeaponRanged* FortWeaponRanged::GetBeamPSC(); // 0x10FCCAD8
float FortWeaponRanged::GetCalculatedReticleSpread(); // 0x10FCCB50
FortWeaponRanged* FortWeaponRanged::GetFireAnimation(); // 0x10FCCD0E
float FortWeaponRanged::GetMinimumSpreadInDegrees(); // 0x10FCCF32
TArray<FWeightedBlendable> FortWeaponRanged::GetOrCreateScopePostProcessMaterialInstanceDynamics(); // 0x10FCD00A
float FortWeaponRanged::GetMaxAdditionalPatternSpreadDegrees(); // 0x10FCCF14
FortWeaponRanged* FortWeaponRanged::GetFireDownsightsAnimation(); // 0x10FCCD5E
Class* FortWeaponRanged::GetLightWeightProjectile(); // 0x10FCCE90
void FortWeaponRanged::EnableAltOuterReticle(bool bNewEnabled); // 0x7C5D1C6
void FortWeaponRanged::EnableCornersReticle(bool bNewEnabled); // 0x7C5D3EE
void FortWeaponRanged::EnableAltCenterReticle(bool bNewEnabled); // 0x7C5CF9E
bool FortWeaponRanged::DoesWeaponOpticSupportFirstPerson(); // 0x10FCC97A
bool FortWeaponRanged::DoesWeaponOverheat(); // 0x10FCC9A2
void FortWeaponRanged::ForceScopeFX(); // 0x1F94C
FortWeaponRanged* FortWeaponRanged::GetBeamNiagaraSystem(); // 0x10FCCAA0
FortWeaponRanged* FortWeaponRanged::GetBeamParticleSystem(); // 0x10FCCABC
FortWeaponRanged* FortWeaponRanged::GetBeamNiagaraComponent(); // 0x10FCCA52
float FortWeaponRanged::GetADSTransitionInTime(); // 0x10FCCA02
float FortWeaponRanged::GetADSTransitionOutTime(); // 0x10FCCA2A
float FortWeaponRanged::GetOverheatHeatingValue(); // 0x10FCD04A
void FortWeaponRanged::InitUpdateOverheatingState(); // 0x10FCD338
bool FortWeaponRanged::IsCachedIsProjectileWeapon(); // 0x10FCD3DE
void FortWeaponRanged::InitializeBeamFX(FortWeaponRanged* InBeamPSC); // 0x7C5DC72
FortWeaponRanged* FortWeaponRanged::GetWeaponFireMontage(); // 0x10FCD232
bool FortWeaponRanged::HasPostProcessMaterialFromOptic(); // 0x10FCD24E
bool FortWeaponRanged::IsManuallyVenting(); // 0x10FCD408
bool FortWeaponRanged::IsUsingFirstPersonCamera(); // 0x10FCD458
bool FortWeaponRanged::IsUsingScope(); // 0x20826A0
bool FortWeaponRanged::IsScopedThirdPersonTargetingModeEnabled(); // 0x7C5DE86
bool FortWeaponRanged::IsOverheated(); // 0x208267A
bool FortWeaponRanged::IsReticleCornerOutsideSpreadRadius(); // 0x10FCD432
void FortWeaponRanged::GetScopeParameters(StaticMeshComponent* ScopeComponent, FVector2D DepthOfFieldVignetteRange, FVector WeaponSightsOffset); // 0x1F94C
TArray<FWeightedBlendable> FortWeaponRanged::GetScopePostProcessMaterial(); // 0x10FCD14A
int32 FortWeaponRanged::GetRampStacks(); // 0x10FCD07A
float FortWeaponRanged::GetOverheatingMaxValue(); // 0x2082538
EFortWeaponOverheatState FortWeaponRanged::GetOverheatState(); // 0x7C5D616
int32 FortWeaponRanged::GetShellReloadCounter(); // 0x10FCD198
bool FortWeaponRanged::GetUseBeamParticles(); // 0x7C5DC52
FortWeaponRanged* FortWeaponRanged::GetWeaponFireDownsightsMontage(); // 0x10FCD216
void FortWeaponRanged::GetUniqueMuzzleSocketNames(TArray<FName> Names); // 0x7C5DA1E
float FortWeaponRanged::GetSpreadToFieldOfViewRatio(FortPlayerController* PlayerController, bool bUseMinimumSpread); // 0x7C5D630
Class* FortWeaponRanged::GetTracerTemplate(); // 0x10FCD1B2
EFortDualWieldSwingState FortWeaponPickaxeDualWieldAthena::GetCurrentSwingState(); // 0x6712E2C
FName FortWeaponPickaxeDualWieldAthena::GetIdleFXOffhandSocketName(); // 0x102BA8E4
float FortWeaponPickaxeDualWieldAthena::GetAnimTrailsOffhandWidth(); // 0x102BA8C6
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetAnimTrailsOffhandPSCTemplate(); // 0x102BA890
FName FortWeaponPickaxeDualWieldAthena::GetAnimTrailsOffhandSecondSocketName(); // 0x102BA8AC
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetIdleOffhandPSC(); // 0x102BA8FE
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetSwingOffhandVFXComponent(); // 0x6712E62
bool FortWeaponPickaxeDualWieldAthena::GetUseAnimTrailsOffhandPSC(); // 0x102BA9B4
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetSwingOffhandPSC(); // 0x102BA966
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetIdleOffhandVFXComponent(); // 0x6712E46
FName FortWeaponPickaxeDualWieldAthena::GetSwingFXOffhandSocketName(); // 0x102BA94C
void FortWeaponPickaxeAthena::OnRep_CosmeticLoadoutData(); // 0x102B6022
void FortWeaponPickaxeAthena::OnRep_CosmeticLoadoutReplicator(); // 0x1FC5968
void FortWeaponPickaxeAthena::OnPlayWeakpointHitFX(); // 0x1F94C
void FortWeaponPickaxeAthena::OnActorWeaponHidden(bool bVisible); // 0x670F05E
void FortWeaponPickaxeAthena::OnImpactFXInternalChanged(FortWeaponPickaxeAthena* NewValue); // 0x1F94C
void FortWeaponPickaxeAthena::ServerOnPlayWeakpointHitFX(); // 0x102B60EC
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetAnimTrailsOffhandNiagaraAsset(); // 0x102BA874
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetAnimTrailsOffhandPSC(); // 0x6712E10
FName FortWeaponPickaxeDualWieldAthena::GetAnimTrailsOffhandFirstSocketName(); // 0x102BA85A
void FortWeaponPickaxeAthena::ServerSetHitWeakSpot(FHitResult HitResult); // 0x670F43A
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::CreateAnimTrailOffhandFX(); // 0x102BA834
FortWeaponPickaxeDualWieldAthena* FortWeaponPickaxeDualWieldAthena::GetWeaponMeshOffhand(); // 0x102BA9CE
void FortWeaponRanged::CancelScopeTargeting(); // 0x1F94C
void FortWeaponRanged::ClearHomingTarget(); // 0x10FCC7D2
bool FortWeaponRanged::BP_AllowRaiseRangedWeaponForDeferredFireInput(); // 0x10FCC7A8
void FortWeaponRanged::ActivateShellsFXNative(NiagaraSystem* ShellBurstFX, NiagaraSystem* ShellLoopingFX, FName ShellSocketName, FName RotationRateName, FVector RotationRate, FName VelocityName, FVector Velocity, FName GravityName, FVector Gravity, FName SizeName, FVector Size, FName ParentVelocityName, FVector ParentVelocity, FName RadiusName, float Radius, FName HeightName, float Height, FName ColorName, FLinearColor ShellColor, FName ShellTypeName, int32 ShellTypeInt, float CullDistance, bool bUseShellsOnReload, FName SpawnProbabilityName, float SpawnRateScale, FName IsSystemLocalName, bool bIsLocal, FName UseShellSmokeName, bool bUseShellSmoke); // 0x7C584F2
int32 FortWeaponRanged::AddRampStacks(int32 StacksToAdd); // 0x7C5C13E
void FortWeaponRanged::ClearLWPDirectionAdjustmentTarget(); // 0x10FCC846
void FortWeaponRanged::DeactivateMuzzleFlashFXNative(TArray<ParticleSystemComponent*> LegacyMuzzleFXComponents); // 0x7C5C7B6
void FortWeaponRanged::DeactivateShellsFXNative(FName SpawnProbabilityName, bool bDeactivateAll, FName ShellSocketName); // 0x7C5C9E4
void FortWeaponRanged::DeactivateBeamFX(); // 0x7C5C78E
void FortWeaponRanged::ClientFixOverheatState(EFortWeaponOverheatState NewOverheatState); // 0x7C5C35E
void FortWeaponRanged::ClientFixupOverheatValue(float InOverheatValue); // 0x7C5C574
bool FortWeaponPickaxeDualWieldAthena::IsDualWielding(); // 0x6712E7E
bool FortWeaponPickaxeDualWieldAthena::IsSingleWielding(); // 0x102BAA04
void FortWeaponPickaxeDualWieldAthena::HandleStartedInteractSearch(); // 0x1FC65F8
EFortDualWieldDataSource FortWeaponPickaxeDualWieldAthena::GetWieldStance(); // 0x102BA9EA
void FortWeaponPickaxeDualWieldAthena::HandleEndedInteractSearch(); // 0x15D997C
void FortWeaponPickaxeDualWieldAthena::OnOffhandWeaponVisibilityChanged(bool bNewVisibility); // 0x1F94C
void FortWeaponRanged::AbortScopeFX(); // 0x1F94C
void FortWeaponRanged::ActivateMuzzleFlashFXNative(bool bPersistantFire, bool bMuzzleUsesNiagara, TSoftObjectPtr<NiagaraSystem> MuzzleNiagaraAsset, TArray<ParticleSystemComponent*> LegacyMuzzleFXComponents, float MuzzleChanceOfLargeFlash, float MuzzleFlashLargeMinScale, float MuzzleFlashLargeMaxScale, float MuzzleFlashSmallMinScale, float MuzzleFlashSmallMaxScale); // 0x7C56CDC
void FortWeaponPickaxeDualWieldAthena::SetOffhandWeaponVisibility(bool bNewVisibility); // 0x67130DC
void FortWeaponPickaxeDualWieldAthena::OnRep_WieldStance(); // 0x1FC6610
void FortWeaponPickaxeDualWieldAthena::SetCurrentSwingState(EFortDualWieldSwingState NewState); // 0x6712EA4
bool FortWeaponRanged::IsUsingScopeOrFirstPersonCamera(); // 0x20827AE
bool FortWeaponRanged::ShouldHideReticleAmmoCounterWhileTargeting(); // 0x10FCDE56
bool FortWeaponRanged::ShouldPlayPersistentFireFX(); // 0x2082A24
bool FortWeaponRanged::ShouldDisplayReticleOverheatIndicator(); // 0x10FCDE2C
bool FortWeaponRanged::ShouldDisplayAmmoCounterDuringSecondaryFire(); // 0x10FCDDE2
bool FortWeaponRanged::ShouldDisplayReticleAmmoCounter(); // 0x10FCDE02
bool FortWeaponRanged::ShouldPlayReloadFX(); // 0x7C680F8
void FortWeaponRanged::SpawnBulletTracerBeamsInternal(TArray<FVector> HitLocations, FVector MuzzleLocation, FortWeaponRanged* PSC); // 0x7C6814E
void FortWeaponRanged::ToggleWeaponScopedThirdPersonTargetingMode(); // 0x10FCDED0
bool FortWeaponRanged::ShouldValidateLightWeightProjectile(); // 0x10FCDEA6
bool FortWeaponRanged::ShouldPlayShellFX(); // 0x2082A4E
bool FortWeaponRanged::ShouldPlaySingleFireFX(); // 0x10FCDE80
void FortWeaponRanged::SetUseBeamParticles(bool bNewUseBeamParticles); // 0x7C67006
void FortWeaponRanged::SetUseImpactDecals(bool bNewUseImpactDecals); // 0x7C6722E
void FortWeaponRanged::SetUpWhipAudio(TArray<FVector> HitLocations, FortRangedWeaponStats WeaponStats, FVector MuzzleLocation); // 0x7C669E6
void FortWeaponRanged::SetShellReloadCounter(int32 InputShellReloadCounter); // 0x7C66318
void FortWeaponRanged::SetThirdPersonTargetingModeAllowed(bool bAllowed, bool bRestoreState); // 0x7C6652A
void FortWeaponRanged::SetUseOverrideBaseSpread(bool bUseOverride); // 0x7C67456
void FortWeaponRanged::SetWeaponScopedThirdPersonTargetingMode(bool bNewScopedThirdPersonTargetingMode, bool bReinitializingState); // 0x7C67D1A
bool FortWeaponRanged::ShouldDisplayAmmoCounter(); // 0x10FCDDB8
void FortWeaponRanged::SetUseTracers(bool bNewUseTracers); // 0x7C67AF4
void FortWeaponRanged::SetUseOverrideSpreadDownsightsMultiplier(bool bUseOverride); // 0x7C67694
void FortWeaponRanged::SetUseShellsParticles(bool bNewUseShellsParticles); // 0x7C678D0
void FortWeaponRanged::TriggerManualVenting(); // 0x10FCE200
FortWeaponRangedDual* FortWeaponRangedDual::GetLeftHandWeaponMesh(); // 0x7848C2C
EDualWeaponHand FortWeaponRangedDual::GetNextFireHand(); // 0x10E2F1D4
EDualWeaponHand FortWeaponRangedDual::GetLastFireHand(); // 0x10E2F1BA
void FortWeaponRangedChronoAncient::StopGauntletEquipTimeline(); // 0x10E2E82E
void FortWeaponRangedChronoAncient::StopGauntletRecallTimeline(); // 0x10E2E84A
void FortWeaponRangedDual::Native_ActivateShellsFX(FShellFXParams Params); // 0x7848C48
void FortWeaponRangedDual::OnRep_LastFireHand(EDualWeaponHand PreviousLastFireHand); // 0x784A15E
void FortWeaponRangedDual::SetCustomLastFireHand(EDualWeaponHand NewFiringHand); // 0x784A3A2
void FortWeaponRangedDual::Native_UpdateShellEmittersFX(FXSystemComponent* ShellsFXComponent, bool bUseShellsOnReload, float ShellsSpawnRateScale); // 0x78499FC
void FortWeaponRangedDual::Native_DeactivateShellsFX(); // 0xE31FC0
void FortWeaponRangedDual::Native_UpdateAllShellEmittersFX(bool bUseShellsOnReload, float ShellsSpawnRateScale); // 0x7849512
void FortWeaponRanged::VehicleSeatScopeFxHide(int32 SeatIndex); // 0x7C68AAC
void FortWeaponRanged::VehicleSeatScopeFxShow(); // 0x10FCE3B0
bool FortWeaponRanged::UseScopeTargeting(); // 0x2082B9C
void FortWeaponRanged::UpdateCosmeticsForAllWeaponMods(); // 0x10FCE30C
bool FortWeaponRanged::UseFirstPersonTargeting(); // 0x10FCE322
SkeletalMeshComponentBudgeted* FortWeaponRangedChronoAncient::PlayBoomerangCooldownEndedTimeline(FortWeaponRangedChronoAncient* NiagaraComponent); // 0x7847E44
void FortWeaponRangedChronoAncient::PlayGauntletRecallTimeline(FortWeaponRangedChronoAncient* PartModifier); // 0x7848A18
void FortWeaponRangedChronoAncient::StopGauntletCatchTimeline(); // 0x10E2E812
void FortWeaponRangedChronoAncient::PlayGauntletEquipTimeline(FortWeaponRangedChronoAncient* PartModifier); // 0x7848804
void FortWeaponRangedChronoAncient::PlayBoomerangEquipTimeline(SkeletalMeshComponentBudgeted* SkeletalMesh, FortWeaponRangedChronoAncient* NiagaraComponent); // 0x784821A
void FortWeaponRangedChronoAncient::PlayGauntletCatchTimeline(FortWeaponRangedChronoAncient* PartModifier); // 0x78485F0
void FortWeaponRanged::OnRep_OverheatSyncData(); // 0x10FCD634
void FortWeaponRanged::OnRep_ReplayActivationCue(); // 0xCF89F6
void FortWeaponRanged::OnRep_OverheatState(EFortWeaponOverheatState PreviousOverheatState); // 0x7C6124E
void FortWeaponRanged::OnLocalFailedToFireWhenOverheated(); // 0x1F94C
void FortWeaponRanged::OnRep_FireRateModification(float OldFireRateModification); // 0x7C61040
void FortWeaponRanged::OnRep_ReplayImpactCue(); // 0x87886A
void FortWeaponRanged::OnStartHeating(); // 0x1F94C
void FortWeaponRanged::OnStartOverheated(); // 0x1F94C
void FortWeaponRanged::OnStartCooling(); // 0x1F94C
void FortWeaponRanged::OnRep_UseScopedThirdPersonTargeting(bool bPreviousUseScopedThirdPersonTargeting); // 0x7C6190E
void FortWeaponRanged::OnSpawnProjectile(FortWeaponRanged* SpawnProjectile); // 0x1F94C
void FortWeaponRanged::MulticastProjectileRequestUnreliable(FortLightweightProjectileRequest_Net ProjectileRequestNet); // 0x7C5EE12
void FortWeaponRanged::MulticastStopProjectileRequestUnreliable(); // 0x10FCD590
void FortWeaponRanged::MulticastLWProjectile_EndActiveAbility(float FiringTimestamp); // 0x7B10C24
void FortWeaponRanged::ModifyLocalFireRate(float NewModification); // 0x7C5DEA2
void FortWeaponRanged::MulticastClientFireExplosionGameplayCues(FGameplayCueTag ExplosionGameplayCueTag, Actor* PawnInstigator, FVector InstigatorExplosionLocation, FVector InstigatorExplosionNormal, FVector LocalSpaceImpactLocation, FVector LocalSpaceImpactNormal, FHitResult Hit); // 0x7C5E0B6
void FortWeaponRanged::NativeMuzzleADSCheck(bool bMuzzleFPSActive, bool bIsADS); // 0x7C5F054
void FortWeaponRanged::OnDeferredFireInputsCompleted(); // 0x10E08AD0
void FortWeaponRanged::OnFinishedCooling(); // 0x1F94C
void FortWeaponRanged::NetMulti_SimulateFireFX(); // 0x10E08C3C
void FortWeaponRanged::NativeMuzzleFlashFX(bool bPersistentFire, int32 ShellTypeValue, FXSystemComponent* SpawnedMuzzleSystem, int32 MuzzleInt, double LastPlayFXTime, bool bMuzzleFPSActive); // 0x7C5F450
void FortWeaponRanged::NativeMuzzleModCheck(bool bMuzzleBreak, bool bMuzzleSupressor, bool bMuzzleBreacher); // 0x7C60A4E
void FortWeaponRanged::PlayOverheatedAnimation(); // 0x10FCD64A
void FortWeaponRanged::SetDecalColorEnd(FLinearColor InputDecalColorEnd); // 0x7C65208
void FortWeaponRanged::SetDecalColorStart(FLinearColor InputDecalColorStart); // 0x7C65414
void FortWeaponRanged::SetBeamSourceSocketName(FName InBeamSourceSocketName); // 0x7C64FDE
FortWeaponRanged* FortWeaponRanged::SetBeamNiagaraSystem(); // 0x7C64BA0
FortWeaponRanged* FortWeaponRanged::SetBeamParticleSystem(ParticleSystem* InputBeamParticleSystem); // 0x7C64DC0
void FortWeaponRanged::SetFirstPersonTargeting(bool bNewUseFirstPersonTargeting); // 0x7C65620
int32 FortWeaponRanged::SetRampStacks(int32 NewStackValue); // 0x7C65ED8
void FortWeaponRanged::SetScopeTargeting(bool bInScopeTargeting); // 0x7C660F2
void FortWeaponRanged::SetLWPDirectionAdjustmentTarget(FortWeaponRanged* TargetActor); // 0x7C65C7C
void FortWeaponRanged::SetHomingTarget(FortWeaponRanged* PlayerPawn); // 0x7C65848
void FortWeaponRanged::SetIsManuallyVenting(bool bManuallyVenting); // 0x7C65A5C
void FortWeaponRanged::ServerLWProjectile_SetDamageStartAndDirection(FVector InDamageStart, FVector InDamageDirection); // 0x7C61F7E
FHitResult FortWeaponRanged::ServerNotifyPawnHit(FVector ProjectileOriginPosition, int8 ProjectileNumBounces, float ProjectileStartTimestamp, float ProjectileTimeSinceFired, TArray<uint8> Context, FVector LocalSpaceImpactPoint, FVector LocalSpaceImpactNormal, bool bWasTargetingWhenProjectileFired, BaseEntity* HitEntity, int8 ConfigIndex, uint8 ClipId); // 0x7C62350
void FortWeaponRanged::ServerLWProjectile_EndActiveAbility(float FiringTimestamp); // 0x7C61D64
void FortWeaponRanged::RampFireRate(); // 0x10FCD708
int32 FortWeaponRanged::RemoveRampStacks(int32 StacksToRemove); // 0x7C61B44
void FortWeaponRanged::ServerNotifyProjectileExplodeOnExpire(FGameplayCueTag ExplosionGameplayCueTag, bool bExplodeAsCallback, Actor* PawnInstigator, FVector InstigatorExplosionLocation, FVector InstigatorExplosionNormal); // 0x7C63A1C
void FortWeaponRanged::ServerStopProjectileRequest(); // 0x10FCDAEA
void FortWeaponRanged::ServerTriggerManualVenting(); // 0x10E08470
void FortWeaponRanged::ServerSetScopedThirdPersonTargeting(uint8 bNewUseScopedThirdPersonTargeting); // 0x7C6498A
void FortWeaponRanged::ServerNotifySDPHit(FHitResult Hit, int32 PropId); // 0x7C64354
void FortWeaponRanged::ServerSetMuzzleTraceNearWall(bool bIsNearWall); // 0x7C6476A
void FortAbilityTask_PlayMontageWaitNotify::OnMontageEnded(AnimMontage* Montage, bool bInterrupted); // 0x653CC3A
void FortGameStateComponent_GameFeatureContext::OnRep_LoadedGameFeatureSets(TArray<FString> PrevLoadedGameFeatureSets); // 0x69DB936
FString FortGameStateComponent_KillFeedExtension::CheckForOverrideKillerStyle(FortPlayerStateAthena* KillerPlayerStateAthena, FString KillerStyle); // 0x69DD938
void FortGameStateComponent_GameFeatureContext::OnRep_bServerWantsLoadingScreen(); // 0x104D885E
void FortGameStateComponent_EventLevel::TryToClaimRewardGraphNode(FGameplayTag NodeTag); // 0x6719AEE
void FortGameStateComponent_FrontEndFlowSTW::OnSatelliteAnnouncementEnded(FortGameStateComponent_FrontEndFlowSTW* Announcement); // 0x768FEF8
FString FortGameStateComponent_KillFeedExtension::CheckForOverrideVictimStyle(FortPlayerStateAthena* VictimPlayerStateAthena, FString VictimStyle); // 0x69DDD76
void FortGameStateComponent_PickupManagement::HandlePickupDestroyed(FortGameStateComponent_PickupManagement* Pickup); // 0x449C0FC
FRadiusTrackingGroupKey FortGameStateComponent_RadiusTracker::AddActorTrackingInfo(FRadiusTrackingInitializer RadiusTrackingInitializer); // 0x671C198
void FortGameStateComponent_MiniMapDataOverride::OverrideLocations(FGameplayTagContainer ContextTags, FGameplayTagContainer LocationTags); // 0x671BA54
FGameplayTagContainer FortGameStateComponent_MiniMapDataOverride::GetContextTagsForLocationTag(FGameplayTag LocationTag); // 0x671B75E
void FortGameStateComponent_MiniMapDataOverride::OnRep_MiniMapDataOverridesRepDatas(); // 0xC7D13E4
void FortGameStateComponent_EventLevel::NotifyRestedXpGenAmount(int32 RestedXp); // 0x6717DD6
void FortGameStateComponent_EventLevel::OnNavActorHovered(); // 0x1F94C
void FortGameStateComponent_EventLevel::LinkNavActorToCamera(FortEventLevelNavigationActor* InActor, FGameplayTag CameraTag); // 0x67179D4
void FortGameStateComponent_EventLevel::HandlePreOpenPackageComplete(); // 0x102BD4D8
void FortGameStateComponent_EventLevel::HoverActorUnderCursor(); // 0x102BD500
void FortGameStateComponent_EventLevel::OnNavActorSelected(); // 0x1F94C
void FortGameStateComponent_EventLevel::SetActiveCamera(FGameplayTag NewActiveCamera, bool bUseTransition); // 0x6718E10
void FortGameStateComponent_EventLevel::StartRestedXpTimer(); // 0x102BD992
bool FortGameStateComponent_EventLevel::RegisterNavigationActor(FortEventLevelNavigationActor* InActor); // 0x6718BF4
bool FortGameStateComponent_EventLevel::RegisterCamera(FortEventLevelCamera* InCamera); // 0x6717FE8
void FortGameStateComponent_EventLevel::RegisterHiddenActor(Actor* InActor, FGameplayTag EventGraphNode); // 0x67186B2
Actor* FortGameStateComponent_RadiusTracker::AddOwnerSquadMemberIndexFromTracking(FortGameStateComponent_RadiusTracker* PlayerTrackingActor); // 0x671D2C2
void FortGameStateComponent_RandomChanceDataRegistry::OnRegisterEvent(bool JackpotActivated); // 0x1F94C
void FortGameStateComponent_RandomChanceDataRegistry::OnRep_RandomChancePassed(); // 0x102C166C
bool FortGameStateComponent_RadiusTracker::UpdateRadiusTrackingSizes(Actor* ActorTarget, FRadiusTrackingGroupKey TrackingKey, float MaxCenterOffset, float MinimumRadius, float MaximumRadius, float MaximumDistance); // 0x67244F4
Actor* FortGameStateComponent_RadiusTracker::RemoveTrackingForActorFromTrackingGroup(FortPlayerController* PlayerTrackingActor, ERadiusTrackingGroupingType GroupingType); // 0x6723874
FRadiusTrackingInitializer FortGameStateComponent_RadiusTracker::SetRadiusTrackingViewersFromPlayerPawns(FRadiusTrackingInitializer RadiusTrackingInitializerInput, TArray<FortPlayerPawn*> ViewerPawns); // 0x6723E2E
FortGameStateComponent_Reboot* FortGameStateComponent_Reboot::FindFrom(FortGameStateAthena* GameState); // 0x69DECBA
TArray<FVector> FortGameStateComponent_Reboot::GetSpawnMachineLocations(bool bOnlyEnabled); // 0x69DF152
void FortGameStateComponent_Reboot::HandleCurrentPlaylistLoaded(FName PlaylistName, FGameplayTagContainer PlaylistContextTags); // 0x69DF3B0
TArray<Actor*> FortGameStateComponent_Reboot::GetSpawnMachineActors(bool bOnlyEnabled); // 0x69DEEF4
TArray<FortItemEntry> FortGameStateComponent_Reboot::GetEnhancedResurrectionLootItemEntries(); // 0x104DB578
FName FortGameStateComponent_Reboot::GetEnhancedResurrectionLootTierGroupName(); // 0x104DB598
void FortGameStateComponent_RadiusTracker::OnTrackedActorDestroyed(FortGameStateComponent_RadiusTracker* DestroyedActor); // 0x6720768
Actor* FortGameStateComponent_RadiusTracker::OnTrackedActorDied(float Damage, Controller* InstigatedBy, Actor* DamageCauser, FVector HitLocation, PrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum); // 0x672097C
FRadiusTrackingInitializer FortGameStateComponent_RadiusTracker::MakeRadiusTrackingInitializer(float MaxCenterOffset, float MinimumRadius, float MaximumRadius, float TimeBetweenUpdatesInSeconds, float RadiusAmountToShrinkEachUpdate, FLinearColor CircleColor, TArray<FortPlayerController*> TargetTrackers, ERadiusTrackingGroupingType GroupingType, float MaximumDistance); // 0x671F36E
void FortGameStateComponent_RadiusTracker::AddToInitializerOwnerSquadMemberIndex(FRadiusTrackingInitializer RadiusTrackerInitializer, FortGameStateComponent_RadiusTracker* PlayerToAdd); // 0x671D7D0
void FortGameStateComponent_RadiusTracker::BreakRadiusTrackingInitializer(FRadiusTrackingInitializer RadiusTrackingInitializer, float MaxCenterOffset, float MinimumRadius, float MaximumRadius, float TimeBetweenUpdatesInSeconds, float RadiusAmountToShrinkEachUpdate, FLinearColor CircleColor, MaterialInterface* CircleDrawingMaterial, Actor* ActorTarget, TArray<FortPlayerController*> TargetTrackers, ERadiusTrackingGroupingType GroupingType); // 0x671DC44
void FortGameStateComponent_RadiusTracker::OnTrackedActorEndPlay(Actor* Actor, EEndPlayReason EndPlayReason); // 0x67216D0
void FortGameStateComponent_RadiusTracker::RemoveTrackingForActorByTrackingKey(Actor* TrackedActor, FRadiusTrackingGroupKey TrackingKey); // 0x672246C
void FortGameStateComponent_RadiusTracker::RemoveTrackingForActorFromPlayer(Actor* TrackedActor, FortPlayerController* PlayerTrackingActor, ERadiusTrackingGroupingType GroupingType); // 0x6722E26
void FortGameStateComponent_RadiusTracker::RemoveTrackingForActor(FortGameStateComponent_RadiusTracker* TrackedActor); // 0x6720768
bool FortGameStateComponent_RadiusTracker::RemoveFromInitializerOwnerSquadMemberIndex(FortPlayerStateAthena* PlayerToRemove); // 0x6721A9E
bool FortGameStateComponent_RadiusTracker::RemoveOwnerSquadMemberIndexFromTracking(Actor* TrackedActor, FortPlayerController* PlayerTrackingActor); // 0x6721F44
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnAircraftFlightEnded(FortGameStateComponent_BattleRoyaleGamePhaseLogic* FortAthenaAircraft); // 0x449C0FC
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnPostSafeZonePhaseChanged(); // 0x15B7778
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnAircraftExitedDropZone(FortGameStateComponent_BattleRoyaleGamePhaseLogic* FortAthenaAircraft); // 0x449C0FC
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::JumpToSafeZonePhase(); // 0xD80B29E
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnAircraftEnteredDropZone(FortGameStateComponent_BattleRoyaleGamePhaseLogic* FortAthenaAircraft); // 0x449C0FC
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnPreFinishedAddingMinigamePlayer(FortGameStateComponent_BattleRoyaleGamePhaseLogic* FortPlayerState); // 0x786D420
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnRep_PlaylistEndTime(); // 0x10E4BB30
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnRep_SafeZoneIndicator(); // 0xC193F98
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnRep_GamePhase(EAthenaGamePhase OldGamePhase); // 0x786D634
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnRep_Aircrafts(); // 0x1C76C34
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnRep_bPlaylistStoppedSafeZonePhases(); // 0x10E4BA28
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandlePawnPossessed(FortPawnPossessed Event); // 0x786BEBC
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandlePawnUnpossessed(FortPawnUnpossessed Event); // 0x786BEBC
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandleMeshServerPerfEvent(FortMeshServerPerfEvent Event); // 0x5F7DD58
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandleGracefulShutdownInitiated(FortGracefulShutdownInitiatedEvent Event); // 0x6989A3C
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandleMatchmakingAssigned(FortMatchmakingSessionAssignedEvent Event); // 0x5F7DD58
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandlePlayerRemovedFromAlivePlayers(FortPlayerRemovedFromAlivePlayersEvent Event); // 0x786C0C4
bool FortGameStateComponent_BattleRoyaleGamePhaseLogic::IsInCurrentSafeZone(FVector TestLocation, bool bClassicSafeZoneOnly, bool bFastApproximate); // 0x786C8BA
bool FortGameStateComponent_BattleRoyaleGamePhaseLogic::IsInNextSafeZone(FVector TestLocation, bool bClassicSafeZoneOnly, bool bFastApproximate); // 0x786CE80
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::InitializeSafeZoneLocations(); // 0xD80B29E
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandlePlaylistDataLoaded(FName PlaylistName, FGameplayTagContainer PlaylistContextTags); // 0x786C2D4
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::HandleUpdateScoringLogic(FortUpdateScoringLogicEvent Event); // 0x786C6A4
void FortGameStateComponent_BattleRoyaleGamePhaseLogic::OnRep_StormCapState(); // 0xC495BF0
FortGameStateComponent_EventLevel* FortGameStateComponent_EventLevel::GetLastNavObject(); // 0x102BD36C