Files
pubg/SDK/PUBGM_bp_activity_watertree_classes.hpp
2026-05-02 14:30:03 +08:00

43 lines
1.9 KiB
C++
Executable File

#pragma once
//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:43 2025
namespace SDK
{
//---------------------------------------------------------------------------
//Classes
//---------------------------------------------------------------------------
// ScriptBlueprintGeneratedClass bp_activity_watertree.bp_activity_watertree_C
// 0x0028 (0x02F8 - 0x02D0)
class Abp_activity_watertree_C : public ALuaClassObj
{
public:
class UScriptContextComponent* Generated_ScriptContext; // 0x02D0(0x0004) (BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData)
struct FBP_STRUCT_WaterTreeAwardInfo BP_STRUCT_WaterTreeAwardInfo; // 0x02D4(0x000C) (Edit, BlueprintVisible)
TArray<int> BP_ARRAY_WaterTreeIndex; // 0x02E0(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_WaterTreeProgress; // 0x02EC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
int BP_WaterTreeAwardStatus; // 0x02F0(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
class USceneComponent* DefaultSceneRoot; // 0x02F4(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("ScriptBlueprintGeneratedClass bp_activity_watertree.bp_activity_watertree_C");
return pStaticClass;
}
void EventWaterTreeGetAward_NoFetch();
void EventWaterTreeGetAward();
void UserConstructionScript();
};
}