PalWorld-NetCrack/libs/SDKLibrary/SDK/BP_VisualEffect_Status_Mud_classes.hpp
NightFyre 9a743d2b16 toggle fullbright feature
- Adjusted SDK UGameViewportClient class members and padding
- Created helper function to get local player
- precompile headers for SDK
- SDK made into a static library ( single compile as its never changed )
2024-01-29 06:39:29 -05:00

35 lines
2.0 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x28 (0x90 - 0x68)
// BlueprintGeneratedClass BP_VisualEffect_Status_Mud.BP_VisualEffect_Status_Mud_C
class UBP_VisualEffect_Status_Mud_C : public UPalVisualEffectBase
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x68(0x8)(ZeroConstructor, Transient, DuplicateTransient)
class UNiagaraComponent* Effect; // 0x70(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
double FadeOutTime; // 0x78(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double FadeOutTimer; // 0x80(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UCurveFloat* FadeOutCurve; // 0x88(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
static class UClass* StaticClass();
static class UBP_VisualEffect_Status_Mud_C* GetDefaultObj();
void OnBeginVisualEffect();
void OnEndVisualEffect();
void TerminatingTickVisualEffect(float DeltaTime);
void ExecuteUbergraph_BP_VisualEffect_Status_Mud(int32 EntryPoint, class USkeletalMeshComponent* CallFunc_GetMainMesh_ReturnValue, class UNiagaraComponent* CallFunc_SpawnSystemAttached_ReturnValue, float K2Node_Event_DeltaTime, bool CallFunc_IsValid_ReturnValue);
};
}