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#pragma once
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//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:40 2025
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Script Structs
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//---------------------------------------------------------------------------
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// ScriptStruct Renderer.LightPropagationVolumeSettings
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// 0x0040
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struct FLightPropagationVolumeSettings
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{
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unsigned char bOverride_LPVIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVDirectionalOcclusionIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVDirectionalOcclusionRadius : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVDiffuseOcclusionExponent : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVSpecularOcclusionExponent : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVDiffuseOcclusionIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVSpecularOcclusionIntensity : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVSize : 1; // 0x0000(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVSecondaryOcclusionIntensity : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVSecondaryBounceIntensity : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVGeometryVolumeBias : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVVplInjectionBias : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
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unsigned char bOverride_LPVEmissiveInjectionIntensity : 1; // 0x0001(0x0001) (Edit, BlueprintVisible)
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unsigned char UnknownData00[0x2]; // 0x0002(0x0002) MISSED OFFSET
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float LPVIntensity; // 0x0004(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVVplInjectionBias; // 0x0008(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVSize; // 0x000C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVSecondaryOcclusionIntensity; // 0x0010(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVSecondaryBounceIntensity; // 0x0014(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVGeometryVolumeBias; // 0x0018(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVEmissiveInjectionIntensity; // 0x001C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVDirectionalOcclusionIntensity; // 0x0020(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVDirectionalOcclusionRadius; // 0x0024(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVDiffuseOcclusionExponent; // 0x0028(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVSpecularOcclusionExponent; // 0x002C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVDiffuseOcclusionIntensity; // 0x0030(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVSpecularOcclusionIntensity; // 0x0034(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVFadeRange; // 0x0038(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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float LPVDirectionalOcclusionFadeRange; // 0x003C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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};
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}
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