#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: AtmosphereUtilities #include "Basic.hpp" #include "Engine_structs.hpp" #include "CoreUObject_structs.hpp" namespace SDK { // ScriptStruct AtmosphereUtilities.AtmosphereVolumeCustomParamList // 0x0010 (0x0010 - 0x0000) struct FAtmosphereVolumeCustomParamList final { public: TArray CustomParameters; // 0x0000(0x0010)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, ContainsInstancedReference, UObjectWrapper, NativeAccessSpecifierPublic, TObjectPtr) }; DUMPER7_ASSERTS_FAtmosphereVolumeCustomParamList; // ScriptStruct AtmosphereUtilities.ExponentialHeightFogSettings // 0x00B8 (0x00B8 - 0x0000) struct FExponentialHeightFogSettings final { public: uint8 bOverride_FogDensity : 1; // 0x0000(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_FogHeightFalloff : 1; // 0x0000(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_SecondFogData : 1; // 0x0000(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_FogInscatteringLuminance : 1; // 0x0000(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_SkyAtmosphereAmbientContributionColorScale : 1; // 0x0000(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_InscatteringColorCubemap : 1; // 0x0000(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_InscatteringColorCubemapAngle : 1; // 0x0000(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_InscatteringTextureTint : 1; // 0x0000(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_FullyDirectionalInscatteringColorDistance : 1; // 0x0001(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_NonDirectionalInscatteringColorDistance : 1; // 0x0001(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_DirectionalInscatteringExponent : 1; // 0x0001(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_DirectionalInscatteringStartDistance : 1; // 0x0001(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_DirectionalInscatteringLuminance : 1; // 0x0001(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_FogMaxOpacity : 1; // 0x0001(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_StartDistance : 1; // 0x0001(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_FogCutoffDistance : 1; // 0x0001(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_bEnableVolumetricFog : 1; // 0x0002(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogScatteringDistribution : 1; // 0x0002(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogAlbedo : 1; // 0x0002(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogEmissive : 1; // 0x0002(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogExtinctionScale : 1; // 0x0002(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogDistance : 1; // 0x0002(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogStartDistance : 1; // 0x0002(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogNearFadeInDistance : 1; // 0x0002(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricFogStaticLightingScatteringIntensity : 1; // 0x0003(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_bOverrideLightColorsWithFogInscatteringColors : 1; // 0x0003(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) float FogDensity; // 0x0004(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float FogHeightFalloff; // 0x0008(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FExponentialHeightFogData SecondFogData; // 0x000C(0x000C)(Edit, BlueprintVisible, SaveGame, NoDestructor, NativeAccessSpecifierPublic) struct FLinearColor FogInscatteringLuminance; // 0x0018(0x0010)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FLinearColor SkyAtmosphereAmbientContributionColorScale; // 0x0028(0x0010)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UTextureCube* InscatteringColorCubemap; // 0x0038(0x0008)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic, TObjectPtr) float InscatteringColorCubemapAngle; // 0x0040(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FLinearColor InscatteringTextureTint; // 0x0044(0x0010)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float FullyDirectionalInscatteringColorDistance; // 0x0054(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float NonDirectionalInscatteringColorDistance; // 0x0058(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float DirectionalInscatteringExponent; // 0x005C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float DirectionalInscatteringStartDistance; // 0x0060(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FLinearColor DirectionalInscatteringLuminance; // 0x0064(0x0010)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float FogMaxOpacity; // 0x0074(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float StartDistance; // 0x0078(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float FogCutoffDistance; // 0x007C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bEnableVolumetricFog; // 0x0080(0x0001)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_81[0x3]; // 0x0081(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) float VolumetricFogScatteringDistribution; // 0x0084(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FColor VolumetricFogAlbedo; // 0x0088(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FLinearColor VolumetricFogEmissive; // 0x008C(0x0010)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VolumetricFogExtinctionScale; // 0x009C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VolumetricFogDistance; // 0x00A0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VolumetricFogStartDistance; // 0x00A4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VolumetricFogNearFadeInDistance; // 0x00A8(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VolumetricFogStaticLightingScatteringIntensity; // 0x00AC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bOverrideLightColorsWithFogInscatteringColors; // 0x00B0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_B1[0x7]; // 0x00B1(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ]) }; DUMPER7_ASSERTS_FExponentialHeightFogSettings; // ScriptStruct AtmosphereUtilities.SkyLightSettings // 0x0060 (0x0060 - 0x0000) struct FSkyLightSettings final { public: uint8 bOverride_Intensity : 1; // 0x0000(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_LightColor : 1; // 0x0000(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_IndirectLightingIntensity : 1; // 0x0000(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricScatteringIntensity : 1; // 0x0000(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_Cubemap : 1; // 0x0000(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_SourceCubemapAngle : 1; // 0x0000(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_SkyDistanceThreshold : 1; // 0x0000(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_bLowerHemisphereIsBlack : 1; // 0x0000(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_LowerHemisphereColor : 1; // 0x0001(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_OcclusionMaxDistance : 1; // 0x0001(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_Contrast : 1; // 0x0001(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_OcclusionExponent : 1; // 0x0001(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_MinOcclusion : 1; // 0x0001(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_OcclusionTint : 1; // 0x0001(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_CloudAmbientOcclusionStrength : 1; // 0x0001(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_CloudAmbientOcclusionExtent : 1; // 0x0001(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_CloudAmbientOcclusionMapResolutionScale : 1; // 0x0002(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_CloudAmbientOcclusionApertureScale : 1; // 0x0002(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 Pad_3[0x1]; // 0x0003(0x0001)(Fixing Size After Last Property [ Dumper-7 ]) float Intensity; // 0x0004(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FColor LightColor; // 0x0008(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IndirectLightingIntensity; // 0x000C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VolumetricScatteringIntensity; // 0x0010(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_14[0x4]; // 0x0014(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) class UTextureCube* Cubemap; // 0x0018(0x0008)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic, TObjectPtr) float SourceCubemapAngle; // 0x0020(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float SkyDistanceThreshold; // 0x0024(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bLowerHemisphereIsBlack; // 0x0028(0x0001)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_29[0x3]; // 0x0029(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) struct FLinearColor LowerHemisphereColor; // 0x002C(0x0010)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) float OcclusionMaxDistance; // 0x003C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float Contrast; // 0x0040(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float OcclusionExponent; // 0x0044(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float MinOcclusion; // 0x0048(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FColor OcclusionTint; // 0x004C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float CloudAmbientOcclusionStrength; // 0x0050(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float CloudAmbientOcclusionExtent; // 0x0054(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float CloudAmbientOcclusionMapResolutionScale; // 0x0058(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float CloudAmbientOcclusionApertureScale; // 0x005C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) }; DUMPER7_ASSERTS_FSkyLightSettings; // ScriptStruct AtmosphereUtilities.SunLightSettings // 0x0048 (0x0048 - 0x0000) struct FSunLightSettings final { public: uint8 bOverride_bUseTemperature : 1; // 0x0000(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_Temperature : 1; // 0x0000(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_SpecularScale : 1; // 0x0000(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_ContactShadowLength : 1; // 0x0000(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_Intensity : 1; // 0x0000(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_LightColor : 1; // 0x0000(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_IndirectLightingIntensity : 1; // 0x0000(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_VolumetricScatteringIntensity : 1; // 0x0000(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_Rotation : 1; // 0x0001(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_LightSourceAngle : 1; // 0x0001(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOverride_LightSourceSoftAngle : 1; // 0x0001(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 Pad_2[0x6]; // 0x0002(0x0006)(Fixing Size After Last Property [ Dumper-7 ]) struct FRotator Rotation; // 0x0008(0x0018)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) uint8 bUseTemperature : 1; // 0x0020(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 Pad_21[0x3]; // 0x0021(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) float Temperature; // 0x0024(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float SpecularScale; // 0x0028(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ContactShadowLength; // 0x002C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float Intensity; // 0x0030(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FColor LightColor; // 0x0034(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float IndirectLightingIntensity; // 0x0038(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VolumetricScatteringIntensity; // 0x003C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float LightSourceAngle; // 0x0040(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float LightSourceSoftAngle; // 0x0044(0x0004)(Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) }; DUMPER7_ASSERTS_FSunLightSettings; }