Files
EscapeTheBackrooms_Internal/EscapeTheBackroomsGUiTest/SDK/SDK/Flashlight_BP_classes.hpp
2024-04-20 14:19:09 +02:00

32 lines
2.3 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x20 (0x240 - 0x220)
// BlueprintGeneratedClass Flashlight_BP.Flashlight_BP_C
class AFlashlight_BP_C : public AActor
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x220(0x8)(ZeroConstructor, Transient, DuplicateTransient)
class UStaticMeshComponent* FlashlightMesh; // 0x228(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData, NonTransactional, NoDestructor, HasGetValueTypeHash)
class USpotLightComponent* Flashlight; // 0x230(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData, NonTransactional, NoDestructor, HasGetValueTypeHash)
class USceneComponent* DefaultSceneRoot; // 0x238(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData, NonTransactional, NoDestructor, HasGetValueTypeHash)
static class UClass* StaticClass();
static class AFlashlight_BP_C* GetDefaultObj();
void ReceiveBeginPlay();
void ExecuteUbergraph_Flashlight_BP(int32 EntryPoint, class ABP_LightFade_Box_C* CallFunc_GetActorOfClass_ReturnValue, const class FString& CallFunc_GetCurrentLevelName_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue_1, bool CallFunc_EqualEqual_StrStr_ReturnValue_2, bool CallFunc_EqualEqual_StrStr_ReturnValue_3, bool CallFunc_EqualEqual_StrStr_ReturnValue_4, bool CallFunc_EqualEqual_StrStr_ReturnValue_5, bool CallFunc_EqualEqual_StrStr_ReturnValue_6, bool CallFunc_EqualEqual_StrStr_ReturnValue_7, bool CallFunc_EqualEqual_StrStr_ReturnValue_8, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_BooleanOR_ReturnValue_1, bool CallFunc_BooleanOR_ReturnValue_2, class AActor* CallFunc_GetOwner_ReturnValue, TArray<class AActor*>& CallFunc_GetOverlappingActors_OverlappingActors, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_GreaterEqual_IntInt_ReturnValue);
};
}