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

48 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 20:44:43 2025
namespace SDK
{
//---------------------------------------------------------------------------
//Classes
//---------------------------------------------------------------------------
// ScriptBlueprintGeneratedClass bp_setting_basic.bp_setting_basic_C
// 0x0014 (0x02E4 - 0x02D0)
class Abp_setting_basic_C : public ALuaClassObj
{
public:
class UScriptContextComponent* Generated_ScriptContext; // 0x02D0(0x0004) (BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData)
bool BP_BasicSettingCanShowHistory; // 0x02D4(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x02D5(0x0003) MISSED OFFSET
int BP_BasicSettingBLEConnectionState; // 0x02D8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool BP_BasicSettingCanShowRecruit; // 0x02DC(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x02DD(0x0003) MISSED OFFSET
class USceneComponent* DefaultSceneRoot; // 0x02E0(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("ScriptBlueprintGeneratedClass bp_setting_basic.bp_setting_basic_C");
return pStaticClass;
}
void EventSettingHistory_NoFetch();
void EventSettingHistory();
void EventSettingRecruit_NoFetch();
void EventSettingRecruit();
void EventFetchInfo_NoFetch();
void EventFetchInfo();
void UserConstructionScript();
};
}