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