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

46 lines
2.1 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 20:44:46 2025
namespace SDK
{
//---------------------------------------------------------------------------
//Classes
//---------------------------------------------------------------------------
// ScriptBlueprintGeneratedClass bp_master_finish.bp_master_finish_C
// 0x003C (0x030C - 0x02D0)
class Abp_master_finish_C : public ALuaClassObj
{
public:
class UScriptContextComponent* Generated_ScriptContext; // 0x02D0(0x0004) (BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData)
struct FString BP_MasterFinish_DiscipleDesc; // 0x02D4(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_MasterFinish_FinishType; // 0x02E0(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FString BP_MasterFinish_MyName; // 0x02E4(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FString BP_MasterFinish_SignName; // 0x02F0(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FString BP_MasterFinish_MasterDesc; // 0x02FC(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
class USceneComponent* DefaultSceneRoot; // 0x0308(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("ScriptBlueprintGeneratedClass bp_master_finish.bp_master_finish_C");
return pStaticClass;
}
void EventFetchInfo_NoFetch();
void EventFetchInfo();
void EventMasterFinishClose_NoFetch();
void EventMasterFinishClose();
void UserConstructionScript();
};
}