text: /*
  #############################################################################################
  # Killing Floor 2 (1.8787) SDK
  # Generated with TheFeckless UE3 SDK Generator v1.4_Beta-Rev.51
  # ========================================================================================= #
  # File: GameFramework_f_structs.h
  # ========================================================================================= #
  # Credits: uNrEaL, Tamimego, SystemFiles, R00T88, _silencer, the1domo, K@N@VEL
  # Thanks: HOOAH07, lowHertz
  # Forums: www.uc-forum.com, www.gamedeception.net
  #############################################################################################
  */
  
  #ifdef _MSC_VER
  	#pragma pack ( push, 0x4 )
  #endif
  
  /*
  # ========================================================================================= #
  # Function Structs
  # ========================================================================================= #
  */
  
  // Function GameFramework.GameAIController.GetActionString
  // [0x00020903] ( FUNC_Final | FUNC_Event )
  struct AGameAIController_eventGetActionString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  ActionStr;                                        		// 0x0010 (0x0010) [0x0000000000000000]              
  	// class UGameAICommand*                           ActiveCmd;                                        		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.SetDesiredRotation
  // [0x00024002] 
  struct AGameAIController_execSetDesiredRotation_Parms
  {
  	// struct FRotator                                 TargetDesiredRotation;                            		// 0x0000 (0x000C) [0x0000000000000000]              
  	// DWORD                                           InLockDesiredRotation : 1;                        		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           InUnlockWhenReached : 1;                          		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           InterpolationTime;                                		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.AILog_Internal
  // [0x00024802] ( FUNC_Event )
  struct AGameAIController_eventAILog_Internal_Parms
  {
  	// struct FString                                  LogText;                                          		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FName                                    LogCategory;                                      		// 0x0010 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bForce : 1;                                       		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           BugIt : 1;                                        		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bSkipExtraInfo : 1;                               		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             Idx;                                              		// 0x0024 (0x0004) [0x0000000000000000]              
  	// struct FString                                  ActionStr;                                        		// 0x0028 (0x0010) [0x0000000000000000]              
  	// struct FString                                  FinalStr;                                         		// 0x0038 (0x0010) [0x0000000000000000]              
  	// struct FString                                  Filename;                                         		// 0x0048 (0x0010) [0x0000000000000000]              
  	// class UGameAICommand*                           ActiveCommand;                                    		// 0x0058 (0x0008) [0x0000000000000000]              
  	// int                                             FileNameLength;                                   		// 0x0060 (0x0004) [0x0000000000000000]              
  	// class UEngine*                                  Eng;                                              		// 0x0064 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.RecordDemoAILog
  // [0x00080000] 
  struct AGameAIController_execRecordDemoAILog_Parms
  {
  	// struct FString                                  LogText;                                          		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.Destroyed
  // [0x00020802] ( FUNC_Event )
  struct AGameAIController_eventDestroyed_Parms
  {
  };
  
  // Function GameFramework.GameAIController.ReachedIntermediateMoveGoal
  // [0x00020000] 
  struct AGameAIController_execReachedIntermediateMoveGoal_Parms
  {
  };
  
  // Function GameFramework.GameAIController.ReachedMoveGoal
  // [0x00020000] 
  struct AGameAIController_execReachedMoveGoal_Parms
  {
  };
  
  // Function GameFramework.GameAIController.GetDestinationOffset
  // [0x00020000] 
  struct AGameAIController_execGetDestinationOffset_Parms
  {
  	// float                                           ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.GetAICommandInStack
  // [0x00020400] ( FUNC_Native )
  struct AGameAIController_execGetAICommandInStack_Parms
  {
  	// class UClass*                                   InClass;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameAICommand*                           ReturnValue;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.FindCommandOfClass
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct AGameAIController_execFindCommandOfClass_Parms
  {
  	// class UClass*                                   SearchClass;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameAICommand*                           ReturnValue;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.DumpCommandStack
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct AGameAIController_execDumpCommandStack_Parms
  {
  };
  
  // Function GameFramework.GameAIController.CheckCommandCount
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct AGameAIController_execCheckCommandCount_Parms
  {
  };
  
  // Function GameFramework.GameAIController.GetActiveCommand
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct AGameAIController_execGetActiveCommand_Parms
  {
  	// class UGameAICommand*                           ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.AbortCommand
  // [0x00024400] ( FUNC_Native )
  struct AGameAIController_execAbortCommand_Parms
  {
  	// class UGameAICommand*                           AbortCmd;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UClass*                                   AbortClass;                                       		// 0x0008 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAIController.PopCommand
  // [0x00020400] ( FUNC_Native )
  struct AGameAIController_execPopCommand_Parms
  {
  	// class UGameAICommand*                           ToBePoppedCommand;                                		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.PushCommand
  // [0x00020400] ( FUNC_Native )
  struct AGameAIController_execPushCommand_Parms
  {
  	// class UGameAICommand*                           NewCommand;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAIController.AllCommands
  // [0x00420405] ( FUNC_Final | FUNC_Native )
  struct AGameAIController_execAllCommands_Parms
  {
  	// class UClass*                                   BaseClass;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameAICommand*                           Cmd;                                              		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePawn.ReattachMeshWithoutBeingSeen
  // [0x00020102] 
  struct AGamePawn_execReattachMeshWithoutBeingSeen_Parms
  {
  };
  
  // Function GameFramework.GamePawn.ReattachMesh
  // [0x00020102] 
  struct AGamePawn_execReattachMesh_Parms
  {
  };
  
  // Function GameFramework.GamePawn.UpdateShadowSettings
  // [0x00020902] ( FUNC_Event )
  struct AGamePawn_eventUpdateShadowSettings_Parms
  {
  	// DWORD                                           bInWantShadow : 1;                                		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bNewCastShadow : 1;                               		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bNewCastDynamicShadow : 1;                        		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICommand.HandlePathObstruction
  // [0x00020002] 
  struct UGameAICommand_execHandlePathObstruction_Parms
  {
  	// class AActor*                                   BlockedBy;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICommand.MoveUnreachable
  // [0x00020000] 
  struct UGameAICommand_execMoveUnreachable_Parms
  {
  	// struct FVector                                  AttemptedDest;                                    		// 0x0000 (0x000C) [0x0000000000000000]              
  	// class AActor*                                   AttemptedTarget;                                  		// 0x000C (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICommand.NotifyNeedRepath
  // [0x00020000] 
  struct UGameAICommand_execNotifyNeedRepath_Parms
  {
  };
  
  // Function GameFramework.GameAICommand.GetDebugVerboseText
  // [0x00020800] ( FUNC_Event )
  struct UGameAICommand_eventGetDebugVerboseText_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.GetDebugOverheadText
  // [0x00420000] 
  struct UGameAICommand_execGetDebugOverheadText_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// TArray< struct FString >                        OutText;                                          		// 0x0008 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.DrawDebug
  // [0x00020800] ( FUNC_Event )
  struct UGameAICommand_eventDrawDebug_Parms
  {
  	// class AHUD*                                     H;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FName                                    Category;                                         		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.GetDumpString
  // [0x00020802] ( FUNC_Event )
  struct UGameAICommand_eventGetDumpString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.Resumed
  // [0x00020002] 
  struct UGameAICommand_execResumed_Parms
  {
  	// struct FName                                    OldCommandName;                                   		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.Paused
  // [0x00020002] 
  struct UGameAICommand_execPaused_Parms
  {
  	// class UGameAICommand*                           NewCommand;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.Popped
  // [0x00020002] 
  struct UGameAICommand_execPopped_Parms
  {
  };
  
  // Function GameFramework.GameAICommand.Pushed
  // [0x00020002] 
  struct UGameAICommand_execPushed_Parms
  {
  };
  
  // Function GameFramework.GameAICommand.PostPopped
  // [0x00020000] 
  struct UGameAICommand_execPostPopped_Parms
  {
  };
  
  // Function GameFramework.GameAICommand.PrePushed
  // [0x00020000] 
  struct UGameAICommand_execPrePushed_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.AllowStateTransitionTo
  // [0x00020002] 
  struct UGameAICommand_execAllowStateTransitionTo_Parms
  {
  	// struct FName                                    StateName;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICommand.AllowTransitionTo
  // [0x00020002] 
  struct UGameAICommand_execAllowTransitionTo_Parms
  {
  	// class UClass*                                   AttemptCommand;                                   		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICommand.Tick
  // [0x00020000] 
  struct UGameAICommand_execTick_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.ShouldIgnoreNotifies
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct UGameAICommand_execShouldIgnoreNotifies_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICommand.InternalTick
  // [0x00020803] ( FUNC_Final | FUNC_Event )
  struct UGameAICommand_eventInternalTick_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.InternalResumed
  // [0x00020803] ( FUNC_Final | FUNC_Event )
  struct UGameAICommand_eventInternalResumed_Parms
  {
  	// struct FName                                    OldCommandName;                                   		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.InternalPaused
  // [0x00020803] ( FUNC_Final | FUNC_Event )
  struct UGameAICommand_eventInternalPaused_Parms
  {
  	// class UGameAICommand*                           NewCommand;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.InternalPopped
  // [0x00020802] ( FUNC_Event )
  struct UGameAICommand_eventInternalPopped_Parms
  {
  };
  
  // Function GameFramework.GameAICommand.InternalPushed
  // [0x00020803] ( FUNC_Final | FUNC_Event )
  struct UGameAICommand_eventInternalPushed_Parms
  {
  };
  
  // Function GameFramework.GameAICommand.InternalPrePushed
  // [0x00020803] ( FUNC_Final | FUNC_Event )
  struct UGameAICommand_eventInternalPrePushed_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.InitCommand
  // [0x00022002] 
  struct UGameAICommand_execInitCommand_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UGameAICommand*                           Cmd;                                              		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICommand.InitCommandUserActor
  // [0x00022002] 
  struct UGameAICommand_execInitCommandUserActor_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AActor*                                   UserActor;                                        		// 0x0008 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GamePlayerController.ClientColorFade
  // [0x010201C0] 
  struct AGamePlayerController_execClientColorFade_Parms
  {
  	// struct FColor                                   FadeColor;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// unsigned char                                   FromAlpha;                                        		// 0x0004 (0x0001) [0x0000000000000000]              
  	// unsigned char                                   ToAlpha;                                          		// 0x0005 (0x0001) [0x0000000000000000]              
  	// float                                           FadeTime;                                         		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerController.WarmupPause
  // [0x00820802] ( FUNC_Event )
  struct AGamePlayerController_eventWarmupPause_Parms
  {
  	// DWORD                                           bDesiredPauseState : 1;                           		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FColor                                   FadeColor;                                        		// 0x0004 (0x0004) [0x0000000000000000]              
  	// class APlayerController*                        PC;                                               		// 0x0008 (0x0008) [0x0000000000000000]              
  	// struct FString                                  MovieName;                                        		// 0x0010 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerController.CanUnpauseWarmup
  // [0x00020002] 
  struct AGamePlayerController_execCanUnpauseWarmup_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GamePlayerController.GetCurrentMovie
  // [0x00420401] ( FUNC_Final | FUNC_Native )
  struct AGamePlayerController_execGetCurrentMovie_Parms
  {
  	// struct FString                                  MovieName;                                        		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerController.ClientStopMovie
  // [0x01020DC1] ( FUNC_Final | FUNC_Event | FUNC_Native )
  struct AGamePlayerController_eventClientStopMovie_Parms
  {
  	// float                                           DelayInSeconds;                                   		// 0x0000 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bAllowMovieToFinish : 1;                          		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bForceStopNonSkippable : 1;                       		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bForceStopLoadingMovie : 1;                       		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GamePlayerController.ClientPlayMovie
  // [0x01020DC1] ( FUNC_Final | FUNC_Event | FUNC_Native )
  struct AGamePlayerController_eventClientPlayMovie_Parms
  {
  	// struct FString                                  MovieName;                                        		// 0x0000 (0x0010) [0x0000000000000000]              
  	// int                                             InStartOfRenderingMovieFrame;                     		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             InEndOfRenderingMovieFrame;                       		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bRestrictPausing : 1;                             		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bPlayOnceFromStream : 1;                          		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bOnlyBackButtonSkipsMovie : 1;                    		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GamePlayerController.KeepPlayingLoadingMovie
  // [0x00022401] ( FUNC_Final | FUNC_Native )
  struct AGamePlayerController_execKeepPlayingLoadingMovie_Parms
  {
  };
  
  // Function GameFramework.GamePlayerController.ShowLoadingMovie
  // [0x00026401] ( FUNC_Final | FUNC_Native )
  struct AGamePlayerController_execShowLoadingMovie_Parms
  {
  	// DWORD                                           bShowMovie : 1;                                   		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bPauseAfterHide : 1;                              		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           PauseDuration;                                    		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           KeepPlayingDuration;                              		// 0x000C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bOverridePreviousDelays : 1;                      		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GamePlayerController.SetSoundMode
  // [0x00020102] 
  struct AGamePlayerController_execSetSoundMode_Parms
  {
  	// struct FName                                    InSoundModeName;                                  		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UAudioDevice*                             Audio;                                            		// 0x0008 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bSet : 1;                                         		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GamePlayerController.DoForceFeedbackForScreenShake
  // [0x00080102] 
  struct AGamePlayerController_execDoForceFeedbackForScreenShake_Parms
  {
  	// class UCameraShake*                             ShakeData;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           Scale;                                            		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             ShakeLevel;                                       		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           RotMag;                                           		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           LocMag;                                           		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           FOVMag;                                           		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerController.NotifyCrowdAgentInRadius
  // [0x00020800] ( FUNC_Event )
  struct AGamePlayerController_eventNotifyCrowdAgentInRadius_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerController.NotifyCrowdAgentRefresh
  // [0x00020800] ( FUNC_Event )
  struct AGamePlayerController_eventNotifyCrowdAgentRefresh_Parms
  {
  };
  
  // Function GameFramework.GamePlayerController.CrowdDebug
  // [0x00020202] ( FUNC_Exec )
  struct AGamePlayerController_execCrowdDebug_Parms
  {
  	// DWORD                                           bEnabled : 1;                                     		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class AGameCrowdAgent*                          GCA;                                              		// 0x0004 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// int                                             AgentCount;                                       		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           DebugRadius;                                      		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerController.GetUIPlayerIndex
  // [0x00020400] ( FUNC_Native )
  struct AGamePlayerController_execGetUIPlayerIndex_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerController.OnToggleMouseCursor
  // [0x00020002] 
  struct AGamePlayerController_execOnToggleMouseCursor_Parms
  {
  	// class USeqAct_ToggleMouseCursor*                inAction;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameViewportClient*                      GVC;                                              		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCheatManager.OnRequestComplete
  // [0x00020002] 
  struct UGameCheatManager_execOnRequestComplete_Parms
  {
  	// class UHttpRequestInterface*                    OriginalRequest;                                  		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UHttpResponseInterface*                   Response;                                         		// 0x0008 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bDidSucceed : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  	// TArray< struct FString >                        Headers;                                          		// 0x0014 (0x0010) [0x0000000000000000]              
  	// struct FString                                  Header;                                           		// 0x0024 (0x0010) [0x0000000000000000]              
  	// struct FString                                  Payload;                                          		// 0x0034 (0x0010) [0x0000000000000000]              
  	// int                                             PayloadIndex;                                     		// 0x0044 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCheatManager.TestHttp
  // [0x00024202] ( FUNC_Exec )
  struct UGameCheatManager_execTestHttp_Parms
  {
  	// struct FString                                  Verb;                                             		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  Payload;                                          		// 0x0010 (0x0010) [0x0000000000000000]              
  	// struct FString                                  URL;                                              		// 0x0020 (0x0010) [0x0000000000000000]              
  	// DWORD                                           bSendParallelRequest : 1;                         		// 0x0030 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UHttpRequestInterface*                    R;                                                		// 0x0034 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCheatManager.EnableDebugCamera
  // [0x00820002] 
  struct UGameCheatManager_execEnableDebugCamera_Parms
  {
  	// DWORD                                           bEnableDebugText : 1;                             		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UPlayer*                                  P;                                                		// 0x0004 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  eyeLoc;                                           		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 eyeRot;                                           		// 0x0018 (0x000C) [0x0000000000000000]              
  	// float                                           CameraFOVAngle;                                   		// 0x0024 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCheatManager.TeleportPawnToCamera
  // [0x00824202] ( FUNC_Exec )
  struct UGameCheatManager_execTeleportPawnToCamera_Parms
  {
  	// DWORD                                           bToggleDebugCameraOff : 1;                        		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class APlayerController*                        PC;                                               		// 0x0004 (0x0008) [0x0000000000000000]              
  	// class ADebugCameraController*                   DCC;                                              		// 0x000C (0x0008) [0x0000000000000000]              
  	// struct FVector                                  ViewLocation;                                     		// 0x0014 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 ViewRotation;                                     		// 0x0020 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCheatManager.ToggleDebugCamera
  // [0x00024202] ( FUNC_Exec )
  struct UGameCheatManager_execToggleDebugCamera_Parms
  {
  	// DWORD                                           bDrawDebugText : 1;                               		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class APlayerController*                        PC;                                               		// 0x0004 (0x0008) [0x0000000000000000]              
  	// class ADebugCameraController*                   DCC;                                              		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCheatManager.PatchDebugCameraController
  // [0x00020002] 
  struct UGameCheatManager_execPatchDebugCameraController_Parms
  {
  	// class UClass*                                   TempCameraControllerClass;                        		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.InitDebugColor
  // [0x00020102] 
  struct AGameCrowdAgent_execInitDebugColor_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.GetBehaviorString
  // [0x00020002] 
  struct AGameCrowdAgent_execGetBehaviorString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  BehaviorString;                                   		// 0x0010 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.GetDestString
  // [0x00020002] 
  struct AGameCrowdAgent_execGetDestString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  DestString;                                       		// 0x0010 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.PostRenderFor
  // [0x00820902] ( FUNC_Event )
  struct AGameCrowdAgent_eventPostRenderFor_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  CameraPosition;                                   		// 0x0010 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  CameraDir;                                        		// 0x001C (0x000C) [0x0000000000000000]              
  	// float                                           NameXL;                                           		// 0x0028 (0x0004) [0x0000000000000000]              
  	// float                                           TextXL;                                           		// 0x002C (0x0004) [0x0000000000000000]              
  	// float                                           BehavXL;                                          		// 0x0030 (0x0004) [0x0000000000000000]              
  	// float                                           TextYL;                                           		// 0x0034 (0x0004) [0x0000000000000000]              
  	// float                                           YL;                                               		// 0x0038 (0x0004) [0x0000000000000000]              
  	// float                                           XL;                                               		// 0x003C (0x0004) [0x0000000000000000]              
  	// struct FVector                                  ScreenLoc;                                        		// 0x0040 (0x000C) [0x0000000000000000]              
  	// struct FString                                  ScreenName;                                       		// 0x004C (0x0010) [0x0000000000000000]              
  	// struct FString                                  DestString;                                       		// 0x005C (0x0010) [0x0000000000000000]              
  	// struct FString                                  BehaviorString;                                   		// 0x006C (0x0010) [0x0000000000000000]              
  	// struct FFontRenderInfo                          FontInfo;                                         		// 0x007C (0x0028) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.NativePostRenderFor
  // [0x00020500] ( FUNC_Native )
  struct AGameCrowdAgent_execNativePostRenderFor_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  CameraPosition;                                   		// 0x0010 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  CameraDir;                                        		// 0x001C (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.GeneratePathToActor
  // [0x00824802] ( FUNC_Event )
  struct AGameCrowdAgent_eventGeneratePathToActor_Parms
  {
  	// class AActor*                                   Goal;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           WithinDistance;                                   		// 0x0008 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bAllowPartialPath : 1;                            		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FVector                                  ReturnValue;                                      		// 0x0010 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  NextDest;                                         		// 0x001C (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.InitNavigationHandle
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventInitNavigationHandle_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.OverlappedActorEvent
  // [0x00020800] ( FUNC_Event )
  struct AGameCrowdAgent_eventOverlappedActorEvent_Parms
  {
  	// class AActor*                                   A;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.TakeDamage
  // [0x00024002] 
  struct AGameCrowdAgent_execTakeDamage_Parms
  {
  	// int                                             DamageAmount;                                     		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AController*                              EventInstigator;                                  		// 0x0004 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  Momentum;                                         		// 0x0018 (0x000C) [0x0000000000000000]              
  	// class UClass*                                   DamageType;                                       		// 0x0024 (0x0008) [0x0000000000000000]              
  	// struct FTraceHitInfo                            HitInfo;                                          		// 0x002C (0x0028) [0x0000000000000000]              
  	// class AActor*                                   DamageCauser;                                     		// 0x0054 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.FireDeathEvent
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdAgent_eventFireDeathEvent_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.PlayDeath
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdAgent_execPlayDeath_Parms
  {
  	// struct FVector                                  KillMomentum;                                     		// 0x0000 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.UpdateIntermediatePoint
  // [0x00024802] ( FUNC_Event )
  struct AGameCrowdAgent_eventUpdateIntermediatePoint_Parms
  {
  	// class AActor*                                   DestinationActor;                                 		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.CalcCamera
  // [0x00C20102] 
  struct AGameCrowdAgent_execCalcCamera_Parms
  {
  	// float                                           fDeltaTime;                                       		// 0x0000 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  out_CamLoc;                                       		// 0x0004 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 out_CamRot;                                       		// 0x0010 (0x000C) [0x0000000000000000]              
  	// float                                           out_FOV;                                          		// 0x001C (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FVector                                  HitNormal;                                        		// 0x0024 (0x000C) [0x0000000000000000]              
  	// float                                           Radius;                                           		// 0x0030 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.IsIdle
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdAgent_execIsIdle_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgent.SetCurrentBehavior
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct AGameCrowdAgent_execSetCurrentBehavior_Parms
  {
  	// class UGameCrowdAgentBehavior*                  BehaviorArchetype;                                		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.StopBehavior
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventStopBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.HandleBehaviorEvent
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventHandleBehaviorEvent_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// class AActor*                                   InInstigator;                                     		// 0x0004 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bViralCause : 1;                                  		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bPropagateViralFlag : 1;                          		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bActivatedBehavior : 1;                           		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgent.ActivateInstancedBehavior
  // [0x00020002] 
  struct AGameCrowdAgent_execActivateInstancedBehavior_Parms
  {
  	// class UGameCrowdAgentBehavior*                  NewBehaviorObject;                                		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.ActivateBehavior
  // [0x00024802] ( FUNC_Event )
  struct AGameCrowdAgent_eventActivateBehavior_Parms
  {
  	// class UGameCrowdAgentBehavior*                  NewBehaviorArchetype;                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AActor*                                   LookAtActor;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.ResetSeePlayer
  // [0x00020002] 
  struct AGameCrowdAgent_execResetSeePlayer_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.TryRandomBehavior
  // [0x00020002] 
  struct AGameCrowdAgent_execTryRandomBehavior_Parms
  {
  	// DWORD                                           bFoundBehavior : 1;                               		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             I;                                                		// 0x0004 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.NotifySeePlayer
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventNotifySeePlayer_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bFoundBehavior : 1;                               		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.PlaySpawnBehavior
  // [0x00020002] 
  struct AGameCrowdAgent_execPlaySpawnBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.HandlePotentialAgentEncounter
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventHandlePotentialAgentEncounter_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.StopIdleAnimation
  // [0x00020900] ( FUNC_Event )
  struct AGameCrowdAgent_eventStopIdleAnimation_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.PlayIdleAnimation
  // [0x00020900] ( FUNC_Event )
  struct AGameCrowdAgent_eventPlayIdleAnimation_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.OnPlayAgentAnimation
  // [0x00020102] 
  struct AGameCrowdAgent_execOnPlayAgentAnimation_Parms
  {
  	// class USeqAct_PlayAgentAnimation*               Action;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.InitializeAgent
  // [0x00C20102] 
  struct AGameCrowdAgent_execInitializeAgent_Parms
  {
  	// class AActor*                                   SpawnLoc;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  	// TArray< struct FCrowdSpawnerPlayerInfo >        PlayerInfo;                                       		// 0x0008 (0x0010) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          AgentTemplate;                                    		// 0x0018 (0x0008) [0x0000000000000000]              
  	// class UGameCrowdGroup*                          NewGroup;                                         		// 0x0020 (0x0008) [0x0000000000000000]              
  	// float                                           AgentWarmupTime;                                  		// 0x0028 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bWarmupPosition : 1;                              		// 0x002C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bCheckWarmupVisibility : 1;                       		// 0x0030 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bGroupDestination : 1;                            		// 0x0034 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bRealPreferVisible : 1;                           		// 0x0038 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class AGameCrowdDestination*                    SpawnDest;                                        		// 0x003C (0x0008) [0x0000000000000000]              
  	// float                                           TryPct;                                           		// 0x0044 (0x0004) [0x0000000000000000]              
  	// float                                           MaxSpawnDist;                                     		// 0x0048 (0x0004) [0x0000000000000000]              
  	// float                                           DestDist;                                         		// 0x004C (0x0004) [0x0000000000000000]              
  	// float                                           StartDist;                                        		// 0x0050 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  TryLoc;                                           		// 0x0054 (0x000C) [0x0000000000000000]              
  	// class AActor*                                   HitActor;                                         		// 0x0060 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x0068 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x0074 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  NearestViewLocation;                              		// 0x0080 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  YAdjust;                                          		// 0x008C (0x000C) [0x0000000000000000]              
  	// DWORD                                           bVisibleTryLoc : 1;                               		// 0x0098 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bFoundOption : 1;                                 		// 0x009C (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             CheckCnt;                                         		// 0x00A0 (0x0004) [0x0000000000000000]              
  	// int                                             MaxCheckCnt;                                      		// 0x00A4 (0x0004) [0x0000000000000000]              
  	// int                                             OptionIdx;                                        		// 0x00A8 (0x0004) [0x0000000000000000]              
  	// TArray< struct FVector >                        TryOptions;                                       		// 0x00AC (0x0010) [0x0000000000000000]              
  	// float                                           SpawnDestRadius;                                  		// 0x00BC (0x0004) [0x0000000000000000]              
  	// float                                           TravelDestRadius;                                 		// 0x00C0 (0x0004) [0x0000000000000000]              
  	// int                                             PlayerIdx;                                        		// 0x00C4 (0x0004) [0x0000000000000000]              
  	// float                                           NearestViewDistSq;                                		// 0x00C8 (0x0004) [0x0000000000000000]              
  	// float                                           ViewDistSq;                                       		// 0x00CC (0x0004) [0x0000000000000000]              
  	// DWORD                                           bVisibleOption : 1;                               		// 0x00D0 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgent.GetAttemptedSpawnLocation
  // [0x00820102] 
  struct AGameCrowdAgent_execGetAttemptedSpawnLocation_Parms
  {
  	// float                                           Pct;                                              		// 0x0000 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  CurPos;                                           		// 0x0004 (0x000C) [0x0000000000000000]              
  	// float                                           CurRadius;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  DestPos;                                          		// 0x0014 (0x000C) [0x0000000000000000]              
  	// float                                           DestRadius;                                       		// 0x0020 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  ReturnValue;                                      		// 0x0024 (0x000C) [0x0000000000000000]              
  	// float                                           MaxLateralOffset;                                 		// 0x0030 (0x0004) [0x0000000000000000]              
  	// float                                           LateralOffset;                                    		// 0x0034 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  LateralDir;                                       		// 0x0038 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.SetLighting
  // [0x00020102] 
  struct AGameCrowdAgent_execSetLighting_Parms
  {
  	// DWORD                                           bEnableLightEnvironment : 1;                      		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FLightingChannelContainer                AgentLightingChannel;                             		// 0x0004 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bCastShadows : 1;                                 		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgent.DisplayDebug
  // [0x00420102] 
  struct AGameCrowdAgent_execDisplayDebug_Parms
  {
  	// class AHUD*                                     HUD;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           out_YL;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           out_YPos;                                         		// 0x000C (0x0004) [0x0000000000000000]              
  	// struct FString                                  T;                                                		// 0x0010 (0x0010) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.Destroyed
  // [0x00020102] 
  struct AGameCrowdAgent_execDestroyed_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.ResetPooledAgent
  // [0x00020002] 
  struct AGameCrowdAgent_execResetPooledAgent_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.KillAgent
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventKillAgent_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.PostBeginPlay
  // [0x00820102] 
  struct AGameCrowdAgent_execPostBeginPlay_Parms
  {
  	// struct FVector                                  AgentScale3D;                                     		// 0x0000 (0x000C) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           MaxSeePlayerDist;                                 		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.SetMaxSpeed
  // [0x00020002] 
  struct AGameCrowdAgent_execSetMaxSpeed_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgent.SetCurrentDestination
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventSetCurrentDestination_Parms
  {
  	// class AGameCrowdDestination*                    NewDest;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.WaitForGroupMembers
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgent_eventWaitForGroupMembers_Parms
  {
  	// int                                             I;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.PickBehaviorFrom
  // [0x00824002] 
  struct AGameCrowdAgent_execPickBehaviorFrom_Parms
  {
  	// TArray< struct FBehaviorEntry >                 BehaviorList;                                     		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FVector                                  BestCameraLoc;                                    		// 0x0010 (0x000C) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FVector                                  CameraLoc;                                        		// 0x0020 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 CameraRot;                                        		// 0x002C (0x000C) [0x0000000000000000]              
  	// class APlayerController*                        PC;                                               		// 0x0038 (0x0008) [0x0000000000000000]              
  	// float                                           BestDistSq;                                       		// 0x0040 (0x0004) [0x0000000000000000]              
  	// float                                           NewDistSq;                                        		// 0x0044 (0x0004) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0048 (0x0004) [0x0000000000000000]              
  	// float                                           FreqSum;                                          		// 0x004C (0x0004) [0x0000000000000000]              
  	// float                                           RandPick;                                         		// 0x0050 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.IsPanicked
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdAgent_execIsPanicked_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgent.FellOutOfWorld
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdAgent_eventFellOutOfWorld_Parms
  {
  	// class UClass*                                   dmgType;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgent.GetCollisionExtent
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdAgent_execGetCollisionExtent_Parms
  {
  	// struct FVector                                  ReturnValue;                                      		// 0x0000 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.CreateAttachments
  // [0x00020102] 
  struct AGameCrowdAgentSkeletal_execCreateAttachments_Parms
  {
  	// int                                             AttachIdx;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             InfoIdx;                                          		// 0x0004 (0x0004) [0x0000000000000000]              
  	// int                                             PickedInfoIdx;                                    		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           ChanceTotal;                                      		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           RandVal;                                          		// 0x0010 (0x0004) [0x0000000000000000]              
  	// class UStaticMeshComponent*                     StaticMeshComp;                                   		// 0x0014 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bUseSocket : 1;                                   		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bUseBone : 1;                                     		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.OnAnimEnd
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgentSkeletal_eventOnAnimEnd_Parms
  {
  	// class UAnimNodeSequence*                        SeqNode;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           PlayedTime;                                       		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           ExcessTime;                                       		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.StopIdleAnimation
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdAgentSkeletal_eventStopIdleAnimation_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.PlayIdleAnimation
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdAgentSkeletal_eventPlayIdleAnimation_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.ClearLatentAnimation
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdAgentSkeletal_eventClearLatentAnimation_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.OnPlayAgentAnimation
  // [0x00020102] 
  struct AGameCrowdAgentSkeletal_execOnPlayAgentAnimation_Parms
  {
  	// class USeqAct_PlayAgentAnimation*               Action;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.SetRootMotion
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdAgentSkeletal_execSetRootMotion_Parms
  {
  	// DWORD                                           bRootMotionEnabled : 1;                           		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.PlayDeath
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdAgentSkeletal_execPlayDeath_Parms
  {
  	// struct FVector                                  KillMomentum;                                     		// 0x0000 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.SetLighting
  // [0x00020102] 
  struct AGameCrowdAgentSkeletal_execSetLighting_Parms
  {
  	// DWORD                                           bEnableLightEnvironment : 1;                      		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FLightingChannelContainer                AgentLightingChannel;                             		// 0x0004 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bCastShadows : 1;                                 		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentSkeletal.PostBeginPlay
  // [0x00020102] 
  struct AGameCrowdAgentSkeletal_execPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentSM.StopBehavior
  // [0x00020002] 
  struct AGameCrowdAgentSM_execStopBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentSM.ActivateBehavior
  // [0x00024002] 
  struct AGameCrowdAgentSM_execActivateBehavior_Parms
  {
  	// class UGameCrowdAgentBehavior*                  NewBehaviorArchetype;                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AActor*                                   LookAtActor;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentSM.ChangeDebugColor
  // [0x00820102] 
  struct AGameCrowdAgentSM_execChangeDebugColor_Parms
  {
  	// struct FColor                                   InC;                                              		// 0x0000 (0x0004) [0x0000000000000000]              
  	// struct FLinearColor                             C;                                                		// 0x0004 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentSM.InitDebugColor
  // [0x00020102] 
  struct AGameCrowdAgentSM_execInitDebugColor_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentSM.PostBeginPlay
  // [0x00020102] 
  struct AGameCrowdAgentSM_execPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.AllowBehaviorAt
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execAllowBehaviorAt_Parms
  {
  	// class AGameCrowdDestination*                    Destination;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.AllowThisDestination
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execAllowThisDestination_Parms
  {
  	// class AGameCrowdDestination*                    Destination;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.PropagateViralBehaviorTo
  // [0x00020802] ( FUNC_Event )
  struct UGameCrowdAgentBehavior_eventPropagateViralBehaviorTo_Parms
  {
  	// class AGameCrowdAgent*                          OtherAgent;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.GetBehaviorInstigator
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execGetBehaviorInstigator_Parms
  {
  	// class AActor*                                   ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.ActivatedBy
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execActivatedBy_Parms
  {
  	// class AActor*                                   NewActionTarget;                                  		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.GetDestinationActor
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execGetDestinationActor_Parms
  {
  	// class AActor*                                   ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.ChangingDestination
  // [0x00020000] 
  struct UGameCrowdAgentBehavior_execChangingDestination_Parms
  {
  	// class AGameCrowdDestination*                    NewDest;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.GetBehaviorString
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execGetBehaviorString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.OnAnimEnd
  // [0x00020800] ( FUNC_Event )
  struct UGameCrowdAgentBehavior_eventOnAnimEnd_Parms
  {
  	// class UAnimNodeSequence*                        SeqNode;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           PlayedTime;                                       		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           ExcessTime;                                       		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.StopBehavior
  // [0x00020000] 
  struct UGameCrowdAgentBehavior_execStopBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.InitBehavior
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execInitBehavior_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.HandleMovement
  // [0x00020400] ( FUNC_Native )
  struct UGameCrowdAgentBehavior_execHandleMovement_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.FinishedTargetRotation
  // [0x00020800] ( FUNC_Event )
  struct UGameCrowdAgentBehavior_eventFinishedTargetRotation_Parms
  {
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.CanBeUsedBy
  // [0x00020002] 
  struct UGameCrowdAgentBehavior_execCanBeUsedBy_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  CameraLoc;                                        		// 0x0008 (0x000C) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.Tick
  // [0x00020C00] ( FUNC_Event | FUNC_Native )
  struct UGameCrowdAgentBehavior_eventTick_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.ShouldEndIdle
  // [0x00020400] ( FUNC_Native )
  struct UGameCrowdAgentBehavior_execShouldEndIdle_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdAgentBehavior.TriggerCrowdBehavior
  // [0x00026400] ( FUNC_Native )
  struct UGameCrowdAgentBehavior_execTriggerCrowdBehavior_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// class AActor*                                   Instigator;                                       		// 0x0004 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  AtLocation;                                       		// 0x000C (0x000C) [0x0000000000000000]              
  	// float                                           InRange;                                          		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           InDuration;                                       		// 0x001C (0x0004) [0x0000000000000000]              
  	// class AActor*                                   BaseActor;                                        		// 0x0020 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bRequireLOS : 1;                                  		// 0x0028 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class AGameCrowdBehaviorPoint*                  ReturnValue;                                      		// 0x002C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_PlayAnimation.GetBehaviorString
  // [0x00020002] 
  struct UGameCrowdBehavior_PlayAnimation_execGetBehaviorString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  BehaviorString;                                   		// 0x0010 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_PlayAnimation.StopBehavior
  // [0x00020002] 
  struct UGameCrowdBehavior_PlayAnimation_execStopBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdBehavior_PlayAnimation.PlayAgentAnimationNow
  // [0x00020002] 
  struct UGameCrowdBehavior_PlayAnimation_execPlayAgentAnimationNow_Parms
  {
  	// float                                           CurrentBlendInTime;                               		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           CurrentBlendOutTime;                              		// 0x0004 (0x0004) [0x0000000000000000]              
  	// class AGameCrowdAgentSkeletal*                  MySkAgent;                                        		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_PlayAnimation.OnAnimEnd
  // [0x00020802] ( FUNC_Event )
  struct UGameCrowdBehavior_PlayAnimation_eventOnAnimEnd_Parms
  {
  	// class UAnimNodeSequence*                        SeqNode;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           PlayedTime;                                       		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           ExcessTime;                                       		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_PlayAnimation.SetSequenceOutput
  // [0x00020400] ( FUNC_Native )
  struct UGameCrowdBehavior_PlayAnimation_execSetSequenceOutput_Parms
  {
  };
  
  // Function GameFramework.GameCrowdBehavior_PlayAnimation.FinishedTargetRotation
  // [0x00020802] ( FUNC_Event )
  struct UGameCrowdBehavior_PlayAnimation_eventFinishedTargetRotation_Parms
  {
  };
  
  // Function GameFramework.GameCrowdBehavior_PlayAnimation.InitBehavior
  // [0x00020002] 
  struct UGameCrowdBehavior_PlayAnimation_execInitBehavior_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class APlayerController*                        PC;                                               		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class APlayerController*                        ClosestPC;                                        		// 0x0010 (0x0008) [0x0000000000000000]              
  	// float                                           ClosestDist;                                      		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           newdist;                                          		// 0x001C (0x0004) [0x0000000000000000]              
  	// class AGameCrowdAgentSkeletal*                  SkAgent;                                          		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_RunFromPanic.GetBehaviorString
  // [0x00020002] 
  struct UGameCrowdBehavior_RunFromPanic_execGetBehaviorString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_RunFromPanic.AllowBehaviorAt
  // [0x00020002] 
  struct UGameCrowdBehavior_RunFromPanic_execAllowBehaviorAt_Parms
  {
  	// class AGameCrowdDestination*                    Destination;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdBehavior_RunFromPanic.AllowThisDestination
  // [0x00020002] 
  struct UGameCrowdBehavior_RunFromPanic_execAllowThisDestination_Parms
  {
  	// class AGameCrowdDestination*                    Destination;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdBehavior_RunFromPanic.GetBehaviorInstigator
  // [0x00020002] 
  struct UGameCrowdBehavior_RunFromPanic_execGetBehaviorInstigator_Parms
  {
  	// class AActor*                                   ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_RunFromPanic.StopBehavior
  // [0x00020002] 
  struct UGameCrowdBehavior_RunFromPanic_execStopBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdBehavior_RunFromPanic.InitBehavior
  // [0x00020002] 
  struct UGameCrowdBehavior_RunFromPanic_execInitBehavior_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_RunFromPanic.ActivatedBy
  // [0x00020002] 
  struct UGameCrowdBehavior_RunFromPanic_execActivatedBy_Parms
  {
  	// class AActor*                                   NewActionTarget;                                  		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    TempDest;                                         		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    PrevDest;                                         		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitForGroup.StopBehavior
  // [0x00020002] 
  struct UGameCrowdBehavior_WaitForGroup_execStopBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitForGroup.ShouldEndIdle
  // [0x00020400] ( FUNC_Native )
  struct UGameCrowdBehavior_WaitForGroup_execShouldEndIdle_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitForGroup.GetBehaviorString
  // [0x00020002] 
  struct UGameCrowdBehavior_WaitForGroup_execGetBehaviorString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  BehaviorString;                                   		// 0x0010 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitForGroup.InitBehavior
  // [0x00020002] 
  struct UGameCrowdBehavior_WaitForGroup_execInitBehavior_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitInQueue.StopBehavior
  // [0x00020002] 
  struct UGameCrowdBehavior_WaitInQueue_execStopBehavior_Parms
  {
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitInQueue.ShouldEndIdle
  // [0x00020400] ( FUNC_Native )
  struct UGameCrowdBehavior_WaitInQueue_execShouldEndIdle_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitInQueue.GetBehaviorString
  // [0x00020002] 
  struct UGameCrowdBehavior_WaitInQueue_execGetBehaviorString_Parms
  {
  	// struct FString                                  ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitInQueue.GetDestinationActor
  // [0x00020002] 
  struct UGameCrowdBehavior_WaitInQueue_execGetDestinationActor_Parms
  {
  	// class AActor*                                   ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitInQueue.ChangingDestination
  // [0x00020002] 
  struct UGameCrowdBehavior_WaitInQueue_execChangingDestination_Parms
  {
  	// class AGameCrowdDestination*                    NewDest;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehavior_WaitInQueue.HandleMovement
  // [0x00020400] ( FUNC_Native )
  struct UGameCrowdBehavior_WaitInQueue_execHandleMovement_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdGroup.UpdateDestinations
  // [0x00020002] 
  struct UGameCrowdGroup_execUpdateDestinations_Parms
  {
  	// class AGameCrowdDestination*                    NewDestination;                                   		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdGroup.RemoveMember
  // [0x00020002] 
  struct UGameCrowdGroup_execRemoveMember_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdGroup.AddMember
  // [0x00020002] 
  struct UGameCrowdGroup_execAddMember_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdInfoVolume.UnTouch
  // [0x00020102] 
  struct AGameCrowdInfoVolume_execUnTouch_Parms
  {
  	// class AActor*                                   Other;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class APawn*                                    P;                                                		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdPopulationManager*              PopMgr;                                           		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdInfoVolume.Touch
  // [0x00020102] 
  struct AGameCrowdInfoVolume_execTouch_Parms
  {
  	// class AActor*                                   Other;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UPrimitiveComponent*                      OtherComp;                                        		// 0x0008 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x0010 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x001C (0x000C) [0x0000000000000000]              
  	// class APawn*                                    P;                                                		// 0x0028 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdPopulationManager*              PopMgr;                                           		// 0x0030 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdInteractionPoint.OnToggle
  // [0x00020002] 
  struct AGameCrowdInteractionPoint_execOnToggle_Parms
  {
  	// class USeqAct_Toggle*                           Action;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehaviorPoint.Touch
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdBehaviorPoint_eventTouch_Parms
  {
  	// class AActor*                                   Other;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UPrimitiveComponent*                      OtherComp;                                        		// 0x0008 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x0010 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x001C (0x000C) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0028 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdBehaviorPoint.DestroySelf
  // [0x00020002] 
  struct AGameCrowdBehaviorPoint_execDestroySelf_Parms
  {
  };
  
  // Function GameFramework.GameCrowdBehaviorPoint.PostBeginPlay
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdBehaviorPoint_eventPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.GameCrowdDestination.DrawDebug
  // [0x00C24102] 
  struct AGameCrowdDestination_execDrawDebug_Parms
  {
  	// TArray< struct FCrowdSpawnerPlayerInfo >        PlayerInfo;                                       		// 0x0000 (0x0010) [0x0000000000000000]              
  	// DWORD                                           bPresistent : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             PlayerIdx;                                        		// 0x0014 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  Extent;                                           		// 0x0018 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.GetDestinationRadius
  // [0x00020002] 
  struct AGameCrowdDestination_execGetDestinationRadius_Parms
  {
  	// float                                           ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.PrioritizeSpawnPoint
  // [0x00420102] 
  struct AGameCrowdDestination_execPrioritizeSpawnPoint_Parms
  {
  	// TArray< struct FCrowdSpawnerPlayerInfo >        PlayerInfo;                                       		// 0x0000 (0x0010) [0x0000000000000000]              
  	// float                                           MaxSpawnDist;                                     		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           DistToSpawn;                                      		// 0x0014 (0x0004) [0x0000000000000000]              
  	// int                                             PlayerIdx;                                        		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.AnalyzeSpawnPoint
  // [0x00C20102] 
  struct AGameCrowdDestination_execAnalyzeSpawnPoint_Parms
  {
  	// TArray< struct FCrowdSpawnerPlayerInfo >        PlayerInfo;                                       		// 0x0000 (0x0010) [0x0000000000000000]              
  	// float                                           MaxSpawnDistSq;                                   		// 0x0010 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bForceNavMeshPathing : 1;                         		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UNavigationHandle*                        NavHandle;                                        		// 0x0018 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class AActor*                                   HitActor;                                         		// 0x0024 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x002C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x0038 (0x000C) [0x0000000000000000]              
  	// int                                             NextIdx;                                          		// 0x0044 (0x0004) [0x0000000000000000]              
  	// int                                             PlayerIdx;                                        		// 0x0048 (0x0004) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    NextGCD;                                          		// 0x004C (0x0008) [0x0000000000000000]              
  	// float                                           DistFromView;                                     		// 0x0054 (0x0004) [0x0000000000000000]              
  	// float                                           DistFromPred;                                     		// 0x0058 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.GetSpawnPosition
  // [0x00C20102] 
  struct AGameCrowdDestination_execGetSpawnPosition_Parms
  {
  	// class USeqAct_GameCrowdSpawner*                 Spawner;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  SpawnPos;                                         		// 0x0008 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 SpawnRot;                                         		// 0x0014 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  SpawnLine;                                        		// 0x0020 (0x000C) [0x0000000000000000]              
  	// float                                           RandScale;                                        		// 0x002C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.GetSpawnRadius
  // [0x00020102] 
  struct AGameCrowdDestination_execGetSpawnRadius_Parms
  {
  	// float                                           ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.AllowableDestinationFor
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdDestination_eventAllowableDestinationFor_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bSupported : 1;                                   		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdDestination.AtCapacity
  // [0x00024102] 
  struct AGameCrowdDestination_execAtCapacity_Parms
  {
  	// unsigned char                                   CheckCnt;                                         		// 0x0000 (0x0001) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdDestination.IncrementCustomerCount
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdDestination_eventIncrementCustomerCount_Parms
  {
  	// class AGameCrowdAgent*                          ArrivingAgent;                                    		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.DecrementCustomerCount
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdDestination_eventDecrementCustomerCount_Parms
  {
  	// class AGameCrowdAgent*                          DepartingAgent;                                   		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdDestinationQueuePoint*          QP;                                               		// 0x0008 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bIsInQueue : 1;                                   		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdDestination.PickNewDestinationFor
  // [0x00020102] 
  struct AGameCrowdDestination_execPickNewDestinationFor_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bIgnoreRestrictions : 1;                          		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           DestinationFrequencySum;                          		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           DestinationPickValue;                             		// 0x0014 (0x0004) [0x0000000000000000]              
  	// TArray< class AGameCrowdDestination* >          DestOptions;                                      		// 0x0018 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.ReachedDestination
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdDestination_eventReachedDestination_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             J;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// class USeqEvent_CrowdAgentReachedDestination*   ReachedEvent;                                     		// 0x0010 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bEventActivated : 1;                              		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdDestination.Destroyed
  // [0x00020102] 
  struct AGameCrowdDestination_execDestroyed_Parms
  {
  };
  
  // Function GameFramework.GameCrowdDestination.PostBeginPlay
  // [0x00020102] 
  struct AGameCrowdDestination_execPostBeginPlay_Parms
  {
  	// int                                             I;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AGameCrowdPopulationManager*              PopMgr;                                           		// 0x0004 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestination.ReachedByAgent
  // [0x00020500] ( FUNC_Native )
  struct AGameCrowdDestination_execReachedByAgent_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  TestPosition;                                     		// 0x0008 (0x000C) [0x0000000000000000]              
  	// DWORD                                           bTestExactly : 1;                                 		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.HasCustomer
  // [0x00020102] 
  struct AGameCrowdDestinationQueuePoint_execHasCustomer_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.ClearQueue
  // [0x00020102] 
  struct AGameCrowdDestinationQueuePoint_execClearQueue_Parms
  {
  	// class AGameCrowdAgent*                          OldCustomer;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.AddCustomer
  // [0x00020102] 
  struct AGameCrowdDestinationQueuePoint_execAddCustomer_Parms
  {
  	// class AGameCrowdAgent*                          NewCustomer;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdInteractionPoint*               PreviousPosition;                                 		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.ActuallyAdvance
  // [0x00040103] ( FUNC_Final )
  struct AGameCrowdDestinationQueuePoint_execActuallyAdvance_Parms
  {
  	// class AGameCrowdDestinationQueuePoint*          FrontQueuePosition;                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    QueueFront;                                       		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          TempAgent;                                        		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.AdvanceCustomerTo
  // [0x00020102] 
  struct AGameCrowdDestinationQueuePoint_execAdvanceCustomerTo_Parms
  {
  	// class AGameCrowdInteractionPoint*               FrontPosition;                                    		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.ReachedDestination
  // [0x00020902] ( FUNC_Event )
  struct AGameCrowdDestinationQueuePoint_eventReachedDestination_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdDestinationQueuePoint*          QueuePoint;                                       		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.HasSpace
  // [0x00020102] 
  struct AGameCrowdDestinationQueuePoint_execHasSpace_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdDestinationQueuePoint.QueueReachedBy
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdDestinationQueuePoint_execQueueReachedBy_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  TestPosition;                                     		// 0x0008 (0x000C) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdPopulationManager.CreateNewAgent
  // [0x00C20802] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventCreateNewAgent_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    SpawnLoc;                                         		// 0x0090 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          AgentTemplate;                                    		// 0x0098 (0x0008) [0x0000000000000000]              
  	// class UGameCrowdGroup*                          NewGroup;                                         		// 0x00A0 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          ReturnValue;                                      		// 0x00A8 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x00B0 (0x0008) [0x0000000000000000]              
  	// struct FRotator                                 SpawnRot;                                         		// 0x00B8 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  SpawnPos;                                         		// 0x00C4 (0x000C) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x00D0 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.Warmup
  // [0x00420400] ( FUNC_Native )
  struct AGameCrowdPopulationManager_execWarmup_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// int                                             WarmupNum;                                        		// 0x0090 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0094 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdPopulationManager.SpawnAgent
  // [0x00420400] ( FUNC_Native )
  struct AGameCrowdPopulationManager_execSpawnAgent_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    SpawnLoc;                                         		// 0x0090 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          ReturnValue;                                      		// 0x0098 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.SpawnAgentByIdx
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdPopulationManager_execSpawnAgentByIdx_Parms
  {
  	// int                                             SpawnerIdx;                                       		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    SpawnLoc;                                         		// 0x0004 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          ReturnValue;                                      		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.ValidateSpawnAt
  // [0x00C20002] 
  struct AGameCrowdPopulationManager_execValidateSpawnAt_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    Candidate;                                        		// 0x0090 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0098 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class AActor*                                   HitActor;                                         		// 0x009C (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x00A4 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x00B0 (0x000C) [0x0000000000000000]              
  	// float                                           DistSq;                                           		// 0x00BC (0x0004) [0x0000000000000000]              
  	// float                                           MinDistFromViewSq;                                		// 0x00C0 (0x0004) [0x0000000000000000]              
  	// float                                           DestDotView;                                      		// 0x00C4 (0x0004) [0x0000000000000000]              
  	// int                                             PlayerIdx;                                        		// 0x00C8 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.AddPrioritizedSpawnPoint
  // [0x00420002] 
  struct AGameCrowdPopulationManager_execAddPrioritizedSpawnPoint_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    GCD;                                              		// 0x0090 (0x0008) [0x0000000000000000]              
  	// int                                             SpawnIdx;                                         		// 0x0098 (0x0004) [0x0000000000000000]              
  	// int                                             StartingIndex;                                    		// 0x009C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.AnalyzeSpawnPoints
  // [0x00420002] 
  struct AGameCrowdPopulationManager_execAnalyzeSpawnPoints_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// int                                             StartIndex;                                       		// 0x0090 (0x0004) [0x0000000000000000]              
  	// int                                             NumToUpdate;                                      		// 0x0094 (0x0004) [0x0000000000000000]              
  	// int                                             UpdateIdx;                                        		// 0x0098 (0x0004) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x009C (0x0004) [0x0000000000000000]              
  	// int                                             NumUpdated;                                       		// 0x00A0 (0x0004) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    GCD;                                              		// 0x00A4 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.PrioritizeSpawnPoints
  // [0x00420802] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventPrioritizeSpawnPoints_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0090 (0x0004) [0x0000000000000000]              
  	// int                                             UpdateNum;                                        		// 0x0094 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.StaticGetPlayerInfo
  // [0x00422500] ( FUNC_Native )
  struct AGameCrowdPopulationManager_execStaticGetPlayerInfo_Parms
  {
  	// TArray< struct FCrowdSpawnerPlayerInfo >        out_PlayerInfo;                                   		// 0x0000 (0x0010) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdPopulationManager.GetPlayerInfo
  // [0x00020500] ( FUNC_Native )
  struct AGameCrowdPopulationManager_execGetPlayerInfo_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdPopulationManager.PickSpawnPoint
  // [0x00420802] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventPickSpawnPoint_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    ReturnValue;                                      		// 0x0090 (0x0008) [0x0000000000000000]              
  	// int                                             StartingIndex;                                    		// 0x0098 (0x0004) [0x0000000000000000]              
  	// int                                             SpawnIdx;                                         		// 0x009C (0x0004) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    Candidate;                                        		// 0x00A0 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.UpdateSpawner
  // [0x00420802] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventUpdateSpawner_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0090 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0094 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class AGameCrowdDestination*                    PickedSpawnPoint;                                 		// 0x0098 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          A;                                                		// 0x00A0 (0x0008) [0x0000000000000000]              
  	// int                                             NumSpawned;                                       		// 0x00A8 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.UpdateAllSpawners
  // [0x00020400] ( FUNC_Native )
  struct AGameCrowdPopulationManager_execUpdateAllSpawners_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.Tick
  // [0x00020002] 
  struct AGameCrowdPopulationManager_execTick_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AGameCrowdDestination*                    PickedSpawnPoint;                                 		// 0x0004 (0x0008) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x000C (0x0004) [0x0000000000000000]              
  	// int                                             PlayerIdx;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.ShouldDebugDestinations
  // [0x00020102] 
  struct AGameCrowdPopulationManager_execShouldDebugDestinations_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameCrowdPopulationManager.IsSpawningActive
  // [0x00020002] 
  struct AGameCrowdPopulationManager_execIsSpawningActive_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             SpawnerIdx;                                       		// 0x0004 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.DisplayDebug
  // [0x00C20102] 
  struct AGameCrowdPopulationManager_execDisplayDebug_Parms
  {
  	// class AHUD*                                     HUD;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           out_YL;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           out_YPos;                                         		// 0x000C (0x0004) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0010 (0x0008) [0x0000000000000000]              
  	// int                                             RenderedNum;                                      		// 0x0018 (0x0004) [0x0000000000000000]              
  	// int                                             LOSNum;                                           		// 0x001C (0x0004) [0x0000000000000000]              
  	// int                                             SimNum;                                           		// 0x0020 (0x0004) [0x0000000000000000]              
  	// int                                             ActualCount;                                      		// 0x0024 (0x0004) [0x0000000000000000]              
  	// int                                             DistanceBucket[ 0x14 ];                           		// 0x0028 (0x0050) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0078 (0x0004) [0x0000000000000000]              
  	// int                                             RVONum;                                           		// 0x007C (0x0004) [0x0000000000000000]              
  	// class AActor*                                   HitActor;                                         		// 0x0080 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x0088 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x0094 (0x000C) [0x0000000000000000]              
  	// class AGameCrowdAgent*                          GCA;                                              		// 0x00A0 (0x0008) [0x0000000000000000]              
  	// float                                           Dist;                                             		// 0x00A8 (0x0004) [0x0000000000000000]              
  	// TArray< class AGameCrowdAgent* >                AgentList;                                        		// 0x00AC (0x0010) [0x0000000000000000]              
  	// int                                             PlayerIdx;                                        		// 0x00BC (0x0004) [0x0000000000000000]              
  	// int                                             SpawnIdx;                                         		// 0x00C0 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bHasLOS : 1;                                      		// 0x00C4 (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           BucketSize;                                       		// 0x00C8 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.AgentDestroyed
  // [0x00020002] 
  struct AGameCrowdPopulationManager_execAgentDestroyed_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             SpawnerIdx;                                       		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.FlushAllAgents
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventFlushAllAgents_Parms
  {
  	// int                                             Idx;                                              		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.FlushAgents
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventFlushAgents_Parms
  {
  	// struct FCrowdSpawnInfoItem                      Item;                                             		// 0x0000 (0x0090) [0x0000000000000000]              
  	// int                                             AgentIdx;                                         		// 0x0090 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.CreateSpawner
  // [0x00020802] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventCreateSpawner_Parms
  {
  	// class USeqAct_GameCrowdPopulationManagerToggle* inAction;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.SetCrowdInfoVolume
  // [0x00020002] 
  struct AGameCrowdPopulationManager_execSetCrowdInfoVolume_Parms
  {
  	// class AGameCrowdInfoVolume*                     Vol;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.RemoveSpawnPoint
  // [0x00020002] 
  struct AGameCrowdPopulationManager_execRemoveSpawnPoint_Parms
  {
  	// class AGameCrowdDestination*                    GCD;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             AgentIdx;                                         		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.AddSpawnPoint
  // [0x00020002] 
  struct AGameCrowdPopulationManager_execAddSpawnPoint_Parms
  {
  	// class AGameCrowdDestination*                    GCD;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdPopulationManager.NotifyPathChanged
  // [0x00020800] ( FUNC_Event )
  struct AGameCrowdPopulationManager_eventNotifyPathChanged_Parms
  {
  };
  
  // Function GameFramework.GameCrowdPopulationManager.PostBeginPlay
  // [0x00020002] 
  struct AGameCrowdPopulationManager_execPostBeginPlay_Parms
  {
  	// class AGameCrowdDestination*                    GCD;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdReplicationActor.ReplicatedEvent
  // [0x00020900] ( FUNC_Event )
  struct AGameCrowdReplicationActor_eventReplicatedEvent_Parms
  {
  	// struct FName                                    VarName;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.ChooseCameraShake
  // [0x00880102] 
  struct AGameExplosionActor_execChooseCameraShake_Parms
  {
  	// struct FVector                                  Epicenter;                                        		// 0x0000 (0x000C) [0x0000000000000000]              
  	// class APlayerController*                        PC;                                               		// 0x000C (0x0008) [0x0000000000000000]              
  	// class UCameraShake*                             ReturnValue;                                      		// 0x0014 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  CamX;                                             		// 0x001C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  CamY;                                             		// 0x0028 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  CamZ;                                             		// 0x0034 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ToEpicenter;                                      		// 0x0040 (0x000C) [0x0000000000000000]              
  	// float                                           FwdDot;                                           		// 0x004C (0x0004) [0x0000000000000000]              
  	// float                                           RtDot;                                            		// 0x0050 (0x0004) [0x0000000000000000]              
  	// class UCameraShake*                             ChosenShake;                                      		// 0x0054 (0x0008) [0x0000000000000000]              
  	// struct FRotator                                 NoPitchRot;                                       		// 0x005C (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.SpawnCameraLensEffects
  // [0x00020102] 
  struct AGameExplosionActor_execSpawnCameraLensEffects_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.DoExplosionCameraEffects
  // [0x00020102] 
  struct AGameExplosionActor_execDoExplosionCameraEffects_Parms
  {
  	// class UCameraShake*                             Shake;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           ShakeScale;                                       		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class APlayerController*                        PC;                                               		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.DrawDebug
  // [0x00820102] 
  struct AGameExplosionActor_execDrawDebug_Parms
  {
  	// struct FColor                                   C;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           Angle;                                            		// 0x0004 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.DelayedExplosionDamage
  // [0x00020102] 
  struct AGameExplosionActor_execDelayedExplosionDamage_Parms
  {
  };
  
  // Function GameFramework.GameExplosionActor.Explode
  // [0x00024102] 
  struct AGameExplosionActor_execExplode_Parms
  {
  	// class UGameExplosion*                           NewExplosionTemplate;                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  Direction;                                        		// 0x0008 (0x000C) [0x0000000000000000]              
  	// float                                           HowLongToLive;                                    		// 0x0014 (0x0004) [0x0000000000000000]              
  	// class UPhysicalMaterial*                        PhysMat;                                          		// 0x0018 (0x0008) [0x0000000000000000]              
  	// DWORD                                           bHurtSomeone : 1;                                 		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameExplosionActor.SpawnExplosionFogVolume
  // [0x00020100] 
  struct AGameExplosionActor_execSpawnExplosionFogVolume_Parms
  {
  };
  
  // Function GameFramework.GameExplosionActor.SpawnExplosionDecal
  // [0x00020100] 
  struct AGameExplosionActor_execSpawnExplosionDecal_Parms
  {
  };
  
  // Function GameFramework.GameExplosionActor.SpawnExplosionParticleSystem
  // [0x00020100] 
  struct AGameExplosionActor_execSpawnExplosionParticleSystem_Parms
  {
  	// class UParticleSystem*                          Template;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.UpdateExplosionTemplateWithPerMaterialFX
  // [0x00080100] 
  struct AGameExplosionActor_execUpdateExplosionTemplateWithPerMaterialFX_Parms
  {
  	// class UPhysicalMaterial*                        PhysMaterial;                                     		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.SpecialCringeEffectsFor
  // [0x00080000] 
  struct AGameExplosionActor_execSpecialCringeEffectsFor_Parms
  {
  	// class AActor*                                   Victim;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           VictimDist;                                       		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.SpecialPawnEffectsFor
  // [0x00080000] 
  struct AGameExplosionActor_execSpecialPawnEffectsFor_Parms
  {
  	// class AGamePawn*                                VictimPawn;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           VictimDist;                                       		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.GetDamageFor
  // [0x00020102] 
  struct AGameExplosionActor_execGetDamageFor_Parms
  {
  	// class AActor*                                   Victim;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.GetEffectCheckRadius
  // [0x00020002] 
  struct AGameExplosionActor_execGetEffectCheckRadius_Parms
  {
  	// DWORD                                           bCauseDamage : 1;                                 		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bCauseFractureEffects : 1;                        		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bCauseEffects : 1;                                		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           ReturnValue;                                      		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           CheckRadius;                                      		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.HandleIgnoredVictim
  // [0x00020000] 
  struct AGameExplosionActor_execHandleIgnoredVictim_Parms
  {
  	// class AActor*                                   Victim;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.DoExplosionDamage
  // [0x00880102] 
  struct AGameExplosionActor_execDoExplosionDamage_Parms
  {
  	// DWORD                                           bCauseDamage : 1;                                 		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bCauseEffects : 1;                                		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class AActor*                                   Victim;                                           		// 0x000C (0x0008) [0x0000000000000000]              
  	// class AActor*                                   HitActor;                                         		// 0x0014 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  BBoxCenter;                                       		// 0x001C (0x000C) [0x0000000000000000]              
  	// DWORD                                           bDamageBlocked : 1;                               		// 0x0028 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bDoFullDamage : 1;                                		// 0x002C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bCauseFractureEffects : 1;                        		// 0x0030 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bCausePawnEffects : 1;                            		// 0x0034 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bCauseDamageEffects : 1;                          		// 0x0038 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bHurtSomeone : 1;                                 		// 0x003C (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           ColRadius;                                        		// 0x0040 (0x0004) [0x0000000000000000]              
  	// float                                           ColHeight;                                        		// 0x0044 (0x0004) [0x0000000000000000]              
  	// float                                           CheckRadius;                                      		// 0x0048 (0x0004) [0x0000000000000000]              
  	// float                                           VictimDist;                                       		// 0x004C (0x0004) [0x0000000000000000]              
  	// TArray< class AActor* >                         VictimsList;                                      		// 0x0050 (0x0010) [0x0000000000000000]              
  	// struct FBox                                     BBox;                                             		// 0x0060 (0x001C) [0x0000000000000000]              
  	// class AController*                              ModInstigator;                                    		// 0x007C (0x0008) [0x0000000000000000]              
  	// class AGamePawn*                                VictimPawn;                                       		// 0x0084 (0x0008) [0x0000000000000000]              
  	// class AFracturedStaticMeshActor*                FracActor;                                        		// 0x008C (0x0008) [0x0000000000000000]              
  	// unsigned char                                   WantPhysChunksAndParticles;                       		// 0x0094 (0x0001) [0x0000000000000000]              
  	// struct FTraceHitInfo                            HitInfo;                                          		// 0x0098 (0x0028) [0x0000000000000000]              
  	// class AKActorFromStatic*                        NewKActor;                                        		// 0x00C0 (0x0008) [0x0000000000000000]              
  	// class UStaticMeshComponent*                     HitStaticMesh;                                    		// 0x00C8 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.BoxDistanceToPoint
  // [0x00022401] ( FUNC_Final | FUNC_Native )
  struct AGameExplosionActor_execBoxDistanceToPoint_Parms
  {
  	// struct FVector                                  Start;                                            		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FBox                                     BBox;                                             		// 0x000C (0x001C) [0x0000000000000000]              
  	// float                                           ReturnValue;                                      		// 0x0028 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.IsBehindExplosion
  // [0x00080102] 
  struct AGameExplosionActor_execIsBehindExplosion_Parms
  {
  	// class AActor*                                   A;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameExplosionActor.DoFullDamageToActor
  // [0x00020102] 
  struct AGameExplosionActor_execDoFullDamageToActor_Parms
  {
  	// class AActor*                                   Victim;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameExplosionActor.GetPhysicalMaterial
  // [0x00880102] 
  struct AGameExplosionActor_execGetPhysicalMaterial_Parms
  {
  	// class UPhysicalMaterial*                        ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UPhysicalMaterial*                        Retval;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  TraceStart;                                       		// 0x0010 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  TraceDest;                                        		// 0x001C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  OutHitNorm;                                       		// 0x0028 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ExploNormal;                                      		// 0x0034 (0x000C) [0x0000000000000000]              
  	// struct FTraceHitInfo                            OutHitInfo;                                       		// 0x0040 (0x0028) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.PreBeginPlay
  // [0x00020802] ( FUNC_Event )
  struct AGameExplosionActor_eventPreBeginPlay_Parms
  {
  };
  
  // Function GameFramework.GameExplosionActor.StaticTraceExplosive
  // [0x00022400] ( FUNC_Native )
  struct AGameExplosionActor_execStaticTraceExplosive_Parms
  {
  	// struct FVector                                  TraceEnd;                                         		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  TraceStart;                                       		// 0x000C (0x000C) [0x0000000000000000]              
  	// class AActor*                                   SourceActor;                                      		// 0x0018 (0x0008) [0x0000000000000000]              
  	// class AActor*                                   ReturnValue;                                      		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameExplosionActor.TraceExplosive
  // [0x00020002] 
  struct AGameExplosionActor_execTraceExplosive_Parms
  {
  	// struct FVector                                  TraceEnd;                                         		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  TraceStart;                                       		// 0x000C (0x000C) [0x0000000000000000]              
  	// class AActor*                                   ReturnValue;                                      		// 0x0018 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.DebugCameraController.ConsoleCommand
  // [0x00024400] ( FUNC_Native )
  struct ADebugCameraController_execConsoleCommand_Parms
  {
  	// struct FString                                  Command;                                          		// 0x0000 (0x0010) [0x0000000000000000]              
  	// DWORD                                           bWriteToLog : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FString                                  ReturnValue;                                      		// 0x0014 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.DebugCameraController.ShowDebugSelectedInfo
  // [0x00020202] ( FUNC_Exec )
  struct ADebugCameraController_execShowDebugSelectedInfo_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.NativeInputKey
  // [0x00824002] 
  struct ADebugCameraController_execNativeInputKey_Parms
  {
  	// int                                             ControllerId;                                     		// 0x0000 (0x0004) [0x0000000000000000]              
  	// struct FName                                    Key;                                              		// 0x0004 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   Event;                                            		// 0x000C (0x0001) [0x0000000000000000]              
  	// float                                           AmountDepressed;                                  		// 0x0010 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bGamepad : 1;                                     		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FVector                                  CamLoc;                                           		// 0x001C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ZeroVec;                                          		// 0x0028 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 CamRot;                                           		// 0x0034 (0x000C) [0x0000000000000000]              
  	// struct FTraceHitInfo                            HitInfo;                                          		// 0x0040 (0x0028) [0x0000000000000000]              
  	// class AActor*                                   HitActor;                                         		// 0x0068 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLoc;                                           		// 0x0070 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x007C (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.DebugCameraController.InitDebugInputSystem
  // [0x00020002] 
  struct ADebugCameraController_execInitDebugInputSystem_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.DisableDebugCamera
  // [0x00020002] 
  struct ADebugCameraController_execDisableDebugCamera_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.NormalSpeed
  // [0x00020202] ( FUNC_Exec )
  struct ADebugCameraController_execNormalSpeed_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.MoreSpeed
  // [0x00020202] ( FUNC_Exec )
  struct ADebugCameraController_execMoreSpeed_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.SetFreezeRendering
  // [0x00020202] ( FUNC_Exec )
  struct ADebugCameraController_execSetFreezeRendering_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.OnDeactivate
  // [0x00020002] 
  struct ADebugCameraController_execOnDeactivate_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.DebugCameraController.OnActivate
  // [0x00020002] 
  struct ADebugCameraController_execOnActivate_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.DebugCameraController.PostBeginPlay
  // [0x00020902] ( FUNC_Event )
  struct ADebugCameraController_eventPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.Unselect
  // [0x00020400] ( FUNC_Native )
  struct ADebugCameraController_execUnselect_Parms
  {
  };
  
  // Function GameFramework.DebugCameraController.SecondarySelect
  // [0x00020400] ( FUNC_Native )
  struct ADebugCameraController_execSecondarySelect_Parms
  {
  	// struct FVector                                  HitLoc;                                           		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FTraceHitInfo                            HitInfo;                                          		// 0x0018 (0x0028) [0x0000000000000000]              
  };
  
  // Function GameFramework.DebugCameraController.PrimarySelect
  // [0x00020400] ( FUNC_Native )
  struct ADebugCameraController_execPrimarySelect_Parms
  {
  	// struct FVector                                  HitLoc;                                           		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FTraceHitInfo                            HitInfo;                                          		// 0x0018 (0x0028) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.RenderKismetHud
  // [0x00020002] 
  struct AMobileHUD_execRenderKismetHud_Parms
  {
  	// int                                             I;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// TArray< unsigned char >                         boolVars;                                         		// 0x0004 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.AddKismetRenderEvent
  // [0x00020002] 
  struct AMobileHUD_execAddKismetRenderEvent_Parms
  {
  	// class USeqEvent_HudRender*                      NewEvent;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.RefreshKismetLinks
  // [0x00020002] 
  struct AMobileHUD_execRefreshKismetLinks_Parms
  {
  	// TArray< class USequenceObject* >                HudEvents;                                        		// 0x0000 (0x0010) [0x0000000000000000]              
  	// class USequence*                                GameSeq;                                          		// 0x0010 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.DrawMobileZone_Slider
  // [0x00820002] 
  struct AMobileHUD_execDrawMobileZone_Slider_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           X;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// struct FTextureUVs                              UVs;                                              		// 0x0010 (0x0010) [0x0000000000000000]              
  	// class UTexture2D*                               Tex;                                              		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.DrawMobileTilt
  // [0x00020002] 
  struct AMobileHUD_execDrawMobileTilt_Parms
  {
  	// class UMobilePlayerInput*                       MobileInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           X;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           Scale;                                            		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           Yaw;                                              		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           Pitch;                                            		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.DrawMobileZone_Trackball
  // [0x00020002] 
  struct AMobileHUD_execDrawMobileZone_Trackball_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             Width;                                            		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             Height;                                           		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.DrawMobileZone_Joystick
  // [0x00820002] 
  struct AMobileHUD_execDrawMobileZone_Joystick_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             X;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             Y;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// int                                             Width;                                            		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             Height;                                           		// 0x0014 (0x0004) [0x0000000000000000]              
  	// struct FColor                                   LineColor;                                        		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           ClampedX;                                         		// 0x001C (0x0004) [0x0000000000000000]              
  	// float                                           ClampedY;                                         		// 0x0020 (0x0004) [0x0000000000000000]              
  	// float                                           Scale;                                            		// 0x0024 (0x0004) [0x0000000000000000]              
  	// struct FColor                                   TempColor;                                        		// 0x0028 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.DrawMobileZone_Button
  // [0x00020002] 
  struct AMobileHUD_execDrawMobileZone_Button_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             Pressed;                                          		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           X;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           U;                                                		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           V;                                                		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           UL;                                               		// 0x001C (0x0004) [0x0000000000000000]              
  	// float                                           VL;                                               		// 0x0020 (0x0004) [0x0000000000000000]              
  	// float                                           A;                                                		// 0x0024 (0x0004) [0x0000000000000000]              
  	// class UTexture2D*                               Tex;                                              		// 0x0028 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.DrawInputZoneOverlays
  // [0x00020002] 
  struct AMobileHUD_execDrawInputZoneOverlays_Parms
  {
  	// int                                             ZoneIndex;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class UMobileInputZone*                         Zone;                                             		// 0x0004 (0x0008) [0x0000000000000000]              
  	// float                                           Fade;                                             		// 0x000C (0x0004) [0x0000000000000000]              
  	// class UMobilePlayerInput*                       MobileInput;                                      		// 0x0010 (0x0008) [0x0000000000000000]              
  	// TArray< class UMobileInputZone* >               Zones;                                            		// 0x0018 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.RenderMobileMenu
  // [0x00020002] 
  struct AMobileHUD_execRenderMobileMenu_Parms
  {
  	// class UMobilePlayerInput*                       MobileInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.ShowMobileHud
  // [0x00020002] 
  struct AMobileHUD_execShowMobileHud_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileHUD.DrawMobileDebugString
  // [0x00020002] 
  struct AMobileHUD_execDrawMobileDebugString_Parms
  {
  	// float                                           XPos;                                             		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           YPos;                                             		// 0x0004 (0x0004) [0x0000000000000000]              
  	// struct FString                                  Str;                                              		// 0x0008 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.PostRender
  // [0x00020002] 
  struct AMobileHUD_execPostRender_Parms
  {
  	// class UMobilePlayerInput*                       MPI;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileHUD.PostBeginPlay
  // [0x00020102] 
  struct AMobileHUD_execPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.MobileInputZone.AddKismetEventHandler
  // [0x00020002] 
  struct UMobileInputZone_execAddKismetEventHandler_Parms
  {
  	// class USeqEvent_MobileZoneBase*                 NewHandler;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileInputZone.OnPostDrawZone
  // [0x00120000] 
  struct UMobileInputZone_execOnPostDrawZone_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileInputZone.OnPreDrawZone
  // [0x00120000] 
  struct UMobileInputZone_execOnPreDrawZone_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileInputZone.OnProcessSlide
  // [0x00120000] 
  struct UMobileInputZone_execOnProcessSlide_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   EventType;                                        		// 0x0008 (0x0001) [0x0000000000000000]              
  	// int                                             SlideValue;                                       		// 0x000C (0x0004) [0x0000000000000000]              
  	// struct FVector2D                                ViewportSize;                                     		// 0x0010 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileInputZone.OnDoubleTapDelegate
  // [0x00120000] 
  struct UMobileInputZone_execOnDoubleTapDelegate_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   EventType;                                        		// 0x0008 (0x0001) [0x0000000000000000]              
  	// struct FVector2D                                TouchLocation;                                    		// 0x000C (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileInputZone.OnTapDelegate
  // [0x00120000] 
  struct UMobileInputZone_execOnTapDelegate_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   EventType;                                        		// 0x0008 (0x0001) [0x0000000000000000]              
  	// struct FVector2D                                TouchLocation;                                    		// 0x000C (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileInputZone.OnProcessInputDelegate
  // [0x00120000] 
  struct UMobileInputZone_execOnProcessInputDelegate_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             Handle;                                           		// 0x000C (0x0004) [0x0000000000000000]              
  	// unsigned char                                   EventType;                                        		// 0x0010 (0x0001) [0x0000000000000000]              
  	// struct FVector2D                                TouchLocation;                                    		// 0x0014 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileInputZone.DeactivateZone
  // [0x00020400] ( FUNC_Native )
  struct UMobileInputZone_execDeactivateZone_Parms
  {
  };
  
  // Function GameFramework.MobileInputZone.ActivateZone
  // [0x00020400] ( FUNC_Native )
  struct UMobileInputZone_execActivateZone_Parms
  {
  };
  
  // Function GameFramework.MobileMenuObject.RenderObject
  // [0x00020000] 
  struct UMobileMenuObject_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuObject.SetCanvasPos
  // [0x00024002] 
  struct UMobileMenuObject_execSetCanvasPos_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           OffsetX;                                          		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           OffsetY;                                          		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           PosX;                                             		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           PosY;                                             		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuObject.InitMenuObject
  // [0x00020002] 
  struct UMobileMenuObject_execInitMenuObject_Parms
  {
  	// class UMobilePlayerInput*                       PlayerInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuScene*                         Scene;                                            		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             ScreenWidth;                                      		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             ScreenHeight;                                     		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bIsFirstInitialization : 1;                       		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             X;                                                		// 0x001C (0x0004) [0x0000000000000000]              
  	// int                                             Y;                                                		// 0x0020 (0x0004) [0x0000000000000000]              
  	// int                                             W;                                                		// 0x0024 (0x0004) [0x0000000000000000]              
  	// int                                             H;                                                		// 0x0028 (0x0004) [0x0000000000000000]              
  	// int                                             oX;                                               		// 0x002C (0x0004) [0x0000000000000000]              
  	// int                                             oY;                                               		// 0x0030 (0x0004) [0x0000000000000000]              
  	// int                                             RelativeIdx;                                      		// 0x0034 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuObject.GetRealPosition
  // [0x00420802] ( FUNC_Event )
  struct UMobileMenuObject_eventGetRealPosition_Parms
  {
  	// float                                           PosX;                                             		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           PosY;                                             		// 0x0004 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuObject.OnTouch
  // [0x00020802] ( FUNC_Event )
  struct UMobileMenuObject_eventOnTouch_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuObject*                        ObjectOver;                                       		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuImage.RenderObject
  // [0x00820002] 
  struct UMobileMenuImage_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           W;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           H;                                                		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           U;                                                		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           V;                                                		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           UL;                                               		// 0x001C (0x0004) [0x0000000000000000]              
  	// float                                           VL;                                               		// 0x0020 (0x0004) [0x0000000000000000]              
  	// struct FLinearColor                             DrawColor;                                        		// 0x0024 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.MobileMenuCommand
  // [0x00020002] 
  struct UMobileMenuScene_execMobileMenuCommand_Parms
  {
  	// struct FString                                  Command;                                          		// 0x0000 (0x0010) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuScene.FindMenuObject
  // [0x00020002] 
  struct UMobileMenuScene_execFindMenuObject_Parms
  {
  	// struct FString                                  Tag;                                              		// 0x0000 (0x0010) [0x0000000000000000]              
  	// class UMobileMenuObject*                        ReturnValue;                                      		// 0x0010 (0x0008) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.CleanUpScene
  // [0x00020400] ( FUNC_Native )
  struct UMobileMenuScene_execCleanUpScene_Parms
  {
  };
  
  // Function GameFramework.MobileMenuScene.Closed
  // [0x00020002] 
  struct UMobileMenuScene_execClosed_Parms
  {
  };
  
  // Function GameFramework.MobileMenuScene.Closing
  // [0x00020002] 
  struct UMobileMenuScene_execClosing_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuScene.MadeTopMenu
  // [0x00020000] 
  struct UMobileMenuScene_execMadeTopMenu_Parms
  {
  };
  
  // Function GameFramework.MobileMenuScene.Opened
  // [0x00020000] 
  struct UMobileMenuScene_execOpened_Parms
  {
  	// struct FString                                  Mode;                                             		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.OnSceneTouch
  // [0x00020802] ( FUNC_Event )
  struct UMobileMenuScene_eventOnSceneTouch_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bInside : 1;                                      		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuScene.OnTouch
  // [0x00020800] ( FUNC_Event )
  struct UMobileMenuScene_eventOnTouch_Parms
  {
  	// class UMobileMenuObject*                        Sender;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   EventType;                                        		// 0x0008 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.PreRenderMenuObject
  // [0x00020000] 
  struct UMobileMenuScene_execPreRenderMenuObject_Parms
  {
  	// class UMobileMenuObject*                        MenuObject;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           RenderDelta;                                      		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.RenderScene
  // [0x00020002] 
  struct UMobileMenuScene_execRenderScene_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           RenderDelta;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuObject*                        MenuObject;                                       		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.GetSceneFont
  // [0x00020002] 
  struct UMobileMenuScene_execGetSceneFont_Parms
  {
  	// class UFont*                                    ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.InitMenuScene
  // [0x00020802] ( FUNC_Event )
  struct UMobileMenuScene_eventInitMenuScene_Parms
  {
  	// class UMobilePlayerInput*                       PlayerInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             ScreenWidth;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             ScreenHeight;                                     		// 0x000C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bIsFirstInitialization : 1;                       		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             I;                                                		// 0x0014 (0x0004) [0x0000000000000000]              
  	// int                                             X;                                                		// 0x0018 (0x0004) [0x0000000000000000]              
  	// int                                             Y;                                                		// 0x001C (0x0004) [0x0000000000000000]              
  	// int                                             W;                                                		// 0x0020 (0x0004) [0x0000000000000000]              
  	// int                                             H;                                                		// 0x0024 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.GetGlobalScaleY
  // [0x00022401] ( FUNC_Final | FUNC_Native )
  struct UMobileMenuScene_execGetGlobalScaleY_Parms
  {
  	// float                                           ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuScene.GetGlobalScaleX
  // [0x00022401] ( FUNC_Final | FUNC_Native )
  struct UMobileMenuScene_execGetGlobalScaleX_Parms
  {
  	// float                                           ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.OpenMobileMenuMode
  // [0x00020202] ( FUNC_Exec )
  struct UMobilePlayerInput_execOpenMobileMenuMode_Parms
  {
  	// struct FString                                  MenuClassName;                                    		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  Mode;                                             		// 0x0010 (0x0010) [0x0000000000000000]              
  	// class UMobileMenuScene*                         ReturnValue;                                      		// 0x0020 (0x0008) [0x0000000000000000]              
  	// class UClass*                                   MenuClass;                                        		// 0x0028 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.OpenMobileMenu
  // [0x00020202] ( FUNC_Exec )
  struct UMobilePlayerInput_execOpenMobileMenu_Parms
  {
  	// struct FString                                  MenuClassName;                                    		// 0x0000 (0x0010) [0x0000000000000000]              
  	// class UMobileMenuScene*                         ReturnValue;                                      		// 0x0010 (0x0008) [0x0000000000000000]              
  	// class UClass*                                   MenuClass;                                        		// 0x0018 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.MobileMenuCommand
  // [0x00020202] ( FUNC_Exec )
  struct UMobilePlayerInput_execMobileMenuCommand_Parms
  {
  	// struct FString                                  MenuCommand;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.SceneRenderToggle
  // [0x00020202] ( FUNC_Exec )
  struct UMobilePlayerInput_execSceneRenderToggle_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.PreClientTravel
  // [0x00020002] 
  struct UMobilePlayerInput_execPreClientTravel_Parms
  {
  	// struct FString                                  PendingURL;                                       		// 0x0000 (0x0010) [0x0000000000000000]              
  	// unsigned char                                   TravelType;                                       		// 0x0010 (0x0001) [0x0000000000000000]              
  	// DWORD                                           bIsSeamlessTravel : 1;                            		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             I;                                                		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.RenderMenus
  // [0x00020802] ( FUNC_Event )
  struct UMobilePlayerInput_eventRenderMenus_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           RenderDelta;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.CloseAllMenus
  // [0x00020802] ( FUNC_Event )
  struct UMobilePlayerInput_eventCloseAllMenus_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.CloseMenuScene
  // [0x00020802] ( FUNC_Event )
  struct UMobilePlayerInput_eventCloseMenuScene_Parms
  {
  	// class UMobileMenuScene*                         SceneToClose;                                     		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x000C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bClosedTopMenu : 1;                               		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobilePlayerInput.OpenMenuScene
  // [0x00824802] ( FUNC_Event )
  struct UMobilePlayerInput_eventOpenMenuScene_Parms
  {
  	// class UClass*                                   SceneClass;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FString                                  Mode;                                             		// 0x0008 (0x0010) [0x0000000000000000]              
  	// class UMobileMenuScene*                         ReturnValue;                                      		// 0x0018 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuScene*                         Scene;                                            		// 0x0020 (0x0008) [0x0000000000000000]              
  	// struct FVector2D                                ViewportSize;                                     		// 0x0028 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.SetMobileInputConfig
  // [0x00020202] ( FUNC_Exec )
  struct UMobilePlayerInput_execSetMobileInputConfig_Parms
  {
  	// struct FString                                  GroupName;                                        		// 0x0000 (0x0010) [0x0000000000000000]              
  	// int                                             NewConfig;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.ActivateInputGroup
  // [0x00020202] ( FUNC_Exec )
  struct UMobilePlayerInput_execActivateInputGroup_Parms
  {
  	// struct FString                                  GroupName;                                        		// 0x0000 (0x0010) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.GetCurrentZones
  // [0x00020002] 
  struct UMobilePlayerInput_execGetCurrentZones_Parms
  {
  	// TArray< class UMobileInputZone* >               ReturnValue;                                      		// 0x0000 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.HasZones
  // [0x00020002] 
  struct UMobilePlayerInput_execHasZones_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobilePlayerInput.FindorAddZone
  // [0x00020002] 
  struct UMobilePlayerInput_execFindorAddZone_Parms
  {
  	// struct FString                                  ZoneName;                                         		// 0x0000 (0x0010) [0x0000000000000000]              
  	// class UMobileInputZone*                         ReturnValue;                                      		// 0x0010 (0x0008) [0x0000000000000000]              
  	// class UMobileInputZone*                         Zone;                                             		// 0x0018 (0x0008) [0x0000000000000000]              
  	// class UClass*                                   ClassType;                                        		// 0x0020 (0x0008) [0x0000000000000000]              
  	// int                                             ClassIndex;                                       		// 0x0028 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.FindZone
  // [0x00020002] 
  struct UMobilePlayerInput_execFindZone_Parms
  {
  	// struct FString                                  ZoneName;                                         		// 0x0000 (0x0010) [0x0000000000000000]              
  	// class UMobileInputZone*                         ReturnValue;                                      		// 0x0010 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.AddKismetRawInputEventHandler
  // [0x00020002] 
  struct UMobilePlayerInput_execAddKismetRawInputEventHandler_Parms
  {
  	// class USeqEvent_MobileRawInput*                 NewHandler;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.AddKismetEventHandler
  // [0x00020002] 
  struct UMobilePlayerInput_execAddKismetEventHandler_Parms
  {
  	// class USeqEvent_MobileBase*                     NewHandler;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.RefreshKismetLinks
  // [0x00020802] ( FUNC_Event )
  struct UMobilePlayerInput_eventRefreshKismetLinks_Parms
  {
  	// TArray< class USequenceObject* >                MobileInputSeqEvents;                             		// 0x0000 (0x0010) [0x0000000000000000]              
  	// class USequence*                                GameSeq;                                          		// 0x0010 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.SwapZoneOwners
  // [0x00020002] 
  struct UMobilePlayerInput_execSwapZoneOwners_Parms
  {
  	// int                                             I;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.InitializeInputZones
  // [0x00020002] 
  struct UMobilePlayerInput_execInitializeInputZones_Parms
  {
  	// int                                             I;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             J;                                                		// 0x0004 (0x0004) [0x0000000000000000]              
  	// class UMobileInputZone*                         Zone;                                             		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UClass*                                   FrameworkGameClass;                               		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.InitTouchSystem
  // [0x00020002] 
  struct UMobilePlayerInput_execInitTouchSystem_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.ClientInitInputSystem
  // [0x00020002] 
  struct UMobilePlayerInput_execClientInitInputSystem_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.InitInputSystem
  // [0x00020002] 
  struct UMobilePlayerInput_execInitInputSystem_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.ProcessWorldTouch
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execProcessWorldTouch_Parms
  {
  	// class UMobileInputZone*                         Zone;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   EventType;                                        		// 0x0008 (0x0001) [0x0000000000000000]              
  	// struct FVector2D                                TouchLocation;                                    		// 0x000C (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobilePlayerInput.SendInputAxis
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execSendInputAxis_Parms
  {
  	// struct FName                                    Key;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           Delta;                                            		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.SendInputKey
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execSendInputKey_Parms
  {
  	// struct FName                                    Key;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   Event;                                            		// 0x0008 (0x0001) [0x0000000000000000]              
  	// float                                           AmountDepressed;                                  		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.ConditionalUpdateInputZones
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execConditionalUpdateInputZones_Parms
  {
  	// int                                             NewViewportX;                                     		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             NewViewportY;                                     		// 0x0004 (0x0004) [0x0000000000000000]              
  	// int                                             NewViewportSizeX;                                 		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             NewViewportSizeY;                                 		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.NativeInitializeInputZones
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execNativeInitializeInputZones_Parms
  {
  	// DWORD                                           bIsFirstInitialize : 1;                           		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobilePlayerInput.NativeInitializeInputSystem
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execNativeInitializeInputSystem_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.OnInputTouch
  // [0x00120000] 
  struct UMobilePlayerInput_execOnInputTouch_Parms
  {
  	// int                                             Handle;                                           		// 0x0000 (0x0004) [0x0000000000000000]              
  	// unsigned char                                   Type;                                             		// 0x0004 (0x0001) [0x0000000000000000]              
  	// struct FVector2D                                TouchLocation;                                    		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeviceTimestamp;                                  		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             TouchpadIndex;                                    		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.OnPreviewTouch
  // [0x00120000] 
  struct UMobilePlayerInput_execOnPreviewTouch_Parms
  {
  	// float                                           X;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0004 (0x0004) [0x0000000000000000]              
  	// int                                             TouchpadIndex;                                    		// 0x0008 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobilePlayerInput.OnTouchNotHandledInMenu
  // [0x00120000] 
  struct UMobilePlayerInput_execOnTouchNotHandledInMenu_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.PlayerInput
  // [0x00020802] ( FUNC_Event )
  struct UMobilePlayerInput_eventPlayerInput_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobilePlayerInput.CancelMobileInput
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execCancelMobileInput_Parms
  {
  };
  
  // Function GameFramework.MobilePlayerInput.ProcessMobileInput
  // [0x00020400] ( FUNC_Native )
  struct UMobilePlayerInput_execProcessMobileInput_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.NavMeshGoal_OutOfViewFrom.Recycle
  // [0x00020002] 
  struct UNavMeshGoal_OutOfViewFrom_execRecycle_Parms
  {
  };
  
  // Function GameFramework.NavMeshGoal_OutOfViewFrom.MustBeHiddenFromThisPoint
  // [0x00022002] 
  struct UNavMeshGoal_OutOfViewFrom_execMustBeHiddenFromThisPoint_Parms
  {
  	// class UNavigationHandle*                        NavHandle;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  InOutOfViewLocation;                              		// 0x0008 (0x000C) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UNavMeshGoal_OutOfViewFrom*               Eval;                                             		// 0x0018 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.NavMeshGoal_OutOfViewFrom.RecycleNative
  // [0x00020400] ( FUNC_Native )
  struct UNavMeshGoal_OutOfViewFrom_execRecycleNative_Parms
  {
  };
  
  // Function GameFramework.NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations.Recycle
  // [0x00020002] 
  struct UNavMeshPath_BiasAgainstPolysWithinDistanceOfLocations_execRecycle_Parms
  {
  };
  
  // Function GameFramework.NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations.BiasAgainstPolysWithinDistanceOfLocations
  // [0x00022002] 
  struct UNavMeshPath_BiasAgainstPolysWithinDistanceOfLocations_execBiasAgainstPolysWithinDistanceOfLocations_Parms
  {
  	// class UNavigationHandle*                        NavHandle;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  InLocation;                                       		// 0x0008 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 InRotation;                                       		// 0x0014 (0x000C) [0x0000000000000000]              
  	// float                                           InDistanceToCheck;                                		// 0x0020 (0x0004) [0x0000000000000000]              
  	// TArray< struct FVector >                        InLocationsToCheck;                               		// 0x0024 (0x0010) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0034 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UNavMeshPath_BiasAgainstPolysWithinDistanceOfLocations* Con;                                              		// 0x0038 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SecondaryViewportClient.PostRender
  // [0x00020800] ( FUNC_Event )
  struct USecondaryViewportClient_eventPostRender_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileSecondaryViewportClient.PostRender
  // [0x00020802] ( FUNC_Event )
  struct UMobileSecondaryViewportClient_eventPostRender_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class APlayerController*                        PC;                                               		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UMobilePlayerInput*                       MPI;                                              		// 0x0010 (0x0008) [0x0000000000000000]              
  	// class AMobileHUD*                               MH;                                               		// 0x0018 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_GameCrowdPopulationManagerToggle.AgentDestroyed
  // [0x00020002] 
  struct USeqAct_GameCrowdPopulationManagerToggle_execAgentDestroyed_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGameCrowdPopulationManager*              PopMgr;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_GameCrowdPopulationManagerToggle.GetMaxSpawnDist
  // [0x00020002] 
  struct USeqAct_GameCrowdPopulationManagerToggle_execGetMaxSpawnDist_Parms
  {
  	// float                                           ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_GameCrowdPopulationManagerToggle.FillCrowdSpawnInfoItem
  // [0x00420802] ( FUNC_Event )
  struct USeqAct_GameCrowdPopulationManagerToggle_eventFillCrowdSpawnInfoItem_Parms
  {
  	// struct FCrowdSpawnInfoItem                      out_Item;                                         		// 0x0000 (0x0090) [0x0000000000000000]              
  	// class AGameCrowdPopulationManager*              PopMgr;                                           		// 0x0090 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0098 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_GameCrowdPopulationManagerToggle.GetObjClassVersion
  // [0x00022802] ( FUNC_Event )
  struct USeqAct_GameCrowdPopulationManagerToggle_eventGetObjClassVersion_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_GameCrowdSpawner.GetObjClassVersion
  // [0x00022802] ( FUNC_Event )
  struct USeqAct_GameCrowdSpawner_eventGetObjClassVersion_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_MobileSaveLoadValue.GetObjClassVersion
  // [0x00022802] ( FUNC_Event )
  struct USeqAct_MobileSaveLoadValue_eventGetObjClassVersion_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_PlayAgentAnimation.SetCurrentAnimationActionFor
  // [0x00020002] 
  struct USeqAct_PlayAgentAnimation_execSetCurrentAnimationActionFor_Parms
  {
  	// class AGameCrowdAgentSkeletal*                  Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameCrowdBehavior_PlayAnimation*         AnimBehavior;                                     		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             I;                                                		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqAct_PlayAgentAnimation.GetObjClassVersion
  // [0x00022802] ( FUNC_Event )
  struct USeqAct_PlayAgentAnimation_eventGetObjClassVersion_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_HudRender.Render
  // [0x00020000] 
  struct USeqEvent_HudRender_execRender_Parms
  {
  	// class UCanvas*                                  TargetCanvas;                                     		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AHUD*                                     TargetHud;                                        		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_HudRender.RegisterEvent
  // [0x00020802] ( FUNC_Event )
  struct USeqEvent_HudRender_eventRegisterEvent_Parms
  {
  	// int                                             I;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AGamePlayerController*                    GPC;                                              		// 0x0004 (0x0008) [0x0000000000000000]              
  	// class AMobileHUD*                               TargetHud;                                        		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_MobileBase.AddToMobileInput
  // [0x00020802] ( FUNC_Event )
  struct USeqEvent_MobileBase_eventAddToMobileInput_Parms
  {
  	// class UMobilePlayerInput*                       MPI;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_MobileBase.RegisterEvent
  // [0x00020802] ( FUNC_Event )
  struct USeqEvent_MobileBase_eventRegisterEvent_Parms
  {
  	// class AWorldInfo*                               WI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGamePlayerController*                    GPC;                                              		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UMobilePlayerInput*                       MPI;                                              		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_MobileMotion.GetObjClassVersion
  // [0x00022802] ( FUNC_Event )
  struct USeqEvent_MobileMotion_eventGetObjClassVersion_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_MobileZoneBase.AddToMobileInput
  // [0x00020802] ( FUNC_Event )
  struct USeqEvent_MobileZoneBase_eventAddToMobileInput_Parms
  {
  	// class UMobilePlayerInput*                       MPI;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileInputZone*                         Zone;                                             		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_MobileRawInput.RegisterEvent
  // [0x00020802] ( FUNC_Event )
  struct USeqEvent_MobileRawInput_eventRegisterEvent_Parms
  {
  	// class AWorldInfo*                               WI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGamePlayerController*                    GPC;                                              		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UMobilePlayerInput*                       MPI;                                              		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCameraBase.ModifyPostProcessSettings
  // [0x00420800] ( FUNC_Event )
  struct UGameCameraBase_eventModifyPostProcessSettings_Parms
  {
  	// struct FPostProcessSettings                     PP;                                               		// 0x0000 (0x0220) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCameraBase.Init
  // [0x00020000] 
  struct UGameCameraBase_execInit_Parms
  {
  };
  
  // Function GameFramework.GameCameraBase.DisplayDebug
  // [0x00420100] 
  struct UGameCameraBase_execDisplayDebug_Parms
  {
  	// class AHUD*                                     HUD;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           out_YL;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           out_YPos;                                         		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCameraBase.ProcessViewRotation
  // [0x00420000] 
  struct UGameCameraBase_execProcessViewRotation_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AActor*                                   ViewTarget;                                       		// 0x0004 (0x0008) [0x0000000000000000]              
  	// struct FRotator                                 out_ViewRotation;                                 		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 out_DeltaRot;                                     		// 0x0018 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCameraBase.UpdateCamera
  // [0x00420000] 
  struct UGameCameraBase_execUpdateCamera_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGamePlayerCamera*                        CameraActor;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  	// struct FTViewTarget                             OutVT;                                            		// 0x0014 (0x0038) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCameraBase.ResetInterpolation
  // [0x00020002] 
  struct UGameCameraBase_execResetInterpolation_Parms
  {
  };
  
  // Function GameFramework.GameCameraBase.OnBecomeInActive
  // [0x00020000] 
  struct UGameCameraBase_execOnBecomeInActive_Parms
  {
  	// class UGameCameraBase*                          NewCamera;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCameraBase.OnBecomeActive
  // [0x00020000] 
  struct UGameCameraBase_execOnBecomeActive_Parms
  {
  	// class UGameCameraBase*                          OldCamera;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.ResetInterpolation
  // [0x00020002] 
  struct UGameThirdPersonCamera_execResetInterpolation_Parms
  {
  };
  
  // Function GameFramework.GameThirdPersonCamera.ModifyPostProcessSettings
  // [0x00420802] ( FUNC_Event )
  struct UGameThirdPersonCamera_eventModifyPostProcessSettings_Parms
  {
  	// struct FPostProcessSettings                     PP;                                               		// 0x0000 (0x0220) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.OnBecomeActive
  // [0x00020002] 
  struct UGameThirdPersonCamera_execOnBecomeActive_Parms
  {
  	// class UGameCameraBase*                          OldCamera;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.ProcessViewRotation
  // [0x00420002] 
  struct UGameThirdPersonCamera_execProcessViewRotation_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AActor*                                   ViewTarget;                                       		// 0x0004 (0x0008) [0x0000000000000000]              
  	// struct FRotator                                 out_ViewRotation;                                 		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 out_DeltaRot;                                     		// 0x0018 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.UpdateCameraMode
  // [0x00080003] ( FUNC_Final )
  struct UGameThirdPersonCamera_execUpdateCameraMode_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameThirdPersonCameraMode*               NewCamMode;                                       		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.FindBestCameraMode
  // [0x00020002] 
  struct UGameThirdPersonCamera_execFindBestCameraMode_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameThirdPersonCameraMode*               ReturnValue;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.AdjustFocusPointInterpolation
  // [0x00020002] 
  struct UGameThirdPersonCamera_execAdjustFocusPointInterpolation_Parms
  {
  	// struct FRotator                                 Delta;                                            		// 0x0000 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.GetActualFocusLocation
  // [0x00880002] 
  struct UGameThirdPersonCamera_execGetActualFocusLocation_Parms
  {
  	// struct FVector                                  ReturnValue;                                      		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  FocusLoc;                                         		// 0x000C (0x000C) [0x0000000000000000]              
  	// class USkeletalMeshComponent*                   ComponentIt;                                      		// 0x0018 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.UpdateFocusPoint
  // [0x00080802] ( FUNC_Event )
  struct UGameThirdPersonCamera_eventUpdateFocusPoint_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.ClearFocusPoint
  // [0x00024002] 
  struct UGameThirdPersonCamera_execClearFocusPoint_Parms
  {
  	// DWORD                                           bLeaveCameraRotation : 1;                         		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameThirdPersonCamera.GetFocusActor
  // [0x00020002] 
  struct UGameThirdPersonCamera_execGetFocusActor_Parms
  {
  	// class AActor*                                   ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.SetFocusOnActor
  // [0x00024002] 
  struct UGameThirdPersonCamera_execSetFocusOnActor_Parms
  {
  	// class AActor*                                   FocusActor;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FName                                    FocusBoneName;                                    		// 0x0008 (0x0008) [0x0000000000000000]              
  	// struct FVector2D                                InterpSpeedRange;                                 		// 0x0010 (0x0008) [0x0000000000000000]              
  	// struct FVector2D                                InFocusFOV;                                       		// 0x0018 (0x0008) [0x0000000000000000]              
  	// float                                           CameraFOV;                                        		// 0x0020 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bAlwaysFocus : 1;                                 		// 0x0024 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bAdjustCamera : 1;                                		// 0x0028 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bIgnoreTrace : 1;                                 		// 0x002C (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           FocusPitchOffsetDeg;                              		// 0x0030 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.SetFocusOnLoc
  // [0x00024002] 
  struct UGameThirdPersonCamera_execSetFocusOnLoc_Parms
  {
  	// struct FVector                                  FocusWorldLoc;                                    		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector2D                                InterpSpeedRange;                                 		// 0x000C (0x0008) [0x0000000000000000]              
  	// struct FVector2D                                InFocusFOV;                                       		// 0x0014 (0x0008) [0x0000000000000000]              
  	// float                                           CameraFOV;                                        		// 0x001C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bAlwaysFocus : 1;                                 		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bAdjustCamera : 1;                                		// 0x0024 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bIgnoreTrace : 1;                                 		// 0x0028 (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           FocusPitchOffsetDeg;                              		// 0x002C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.AdjustTurn
  // [0x00020002] 
  struct UGameThirdPersonCamera_execAdjustTurn_Parms
  {
  	// int                                             AngleOffset;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.EndTurn
  // [0x00020400] ( FUNC_Native )
  struct UGameThirdPersonCamera_execEndTurn_Parms
  {
  };
  
  // Function GameFramework.GameThirdPersonCamera.BeginTurn
  // [0x00024002] 
  struct UGameThirdPersonCamera_execBeginTurn_Parms
  {
  	// int                                             StartAngle;                                       		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             EndAngle;                                         		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TimeSec;                                          		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           DelaySec;                                         		// 0x000C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bAlignTargetWhenFinished : 1;                     		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameThirdPersonCamera.PlayerUpdateCamera
  // [0x00480400] ( FUNC_Native )
  struct UGameThirdPersonCamera_execPlayerUpdateCamera_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGamePlayerCamera*                        CameraActor;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  	// struct FTViewTarget                             OutVT;                                            		// 0x0014 (0x0038) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.UpdateCamera
  // [0x00420002] 
  struct UGameThirdPersonCamera_execUpdateCamera_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGamePlayerCamera*                        CameraActor;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  	// struct FTViewTarget                             OutVT;                                            		// 0x0014 (0x0038) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.GetDesiredFOV
  // [0x00020802] ( FUNC_Event )
  struct UGameThirdPersonCamera_eventGetDesiredFOV_Parms
  {
  	// class APawn*                                    ViewedPawn;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCamera.Init
  // [0x00020002] 
  struct UGameThirdPersonCamera_execInit_Parms
  {
  };
  
  // Function GameFramework.GameThirdPersonCamera.Reset
  // [0x00020002] 
  struct UGameThirdPersonCamera_execReset_Parms
  {
  };
  
  // Function GameFramework.GameThirdPersonCamera.CreateCameraMode
  // [0x00080002] 
  struct UGameThirdPersonCamera_execCreateCameraMode_Parms
  {
  	// class UClass*                                   ModeClass;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameThirdPersonCameraMode*               ReturnValue;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UGameThirdPersonCameraMode*               NewMode;                                          		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.AdjustFOVForViewport
  // [0x00080401] ( FUNC_Final | FUNC_Native )
  struct AGamePlayerCamera_execAdjustFOVForViewport_Parms
  {
  	// float                                           inHorizFOV;                                       		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class APawn*                                    CameraTargetPawn;                                 		// 0x0004 (0x0008) [0x0000000000000000]              
  	// float                                           ReturnValue;                                      		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.ProcessViewRotation
  // [0x00420002] 
  struct AGamePlayerCamera_execProcessViewRotation_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// struct FRotator                                 out_ViewRotation;                                 		// 0x0004 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 out_DeltaRot;                                     		// 0x0010 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.ResetInterpolation
  // [0x00020102] 
  struct AGamePlayerCamera_execResetInterpolation_Parms
  {
  };
  
  // Function GameFramework.GamePlayerCamera.SetColorScale
  // [0x00020102] 
  struct AGamePlayerCamera_execSetColorScale_Parms
  {
  	// struct FVector                                  NewColorScale;                                    		// 0x0000 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.DisplayDebug
  // [0x00420102] 
  struct AGamePlayerCamera_execDisplayDebug_Parms
  {
  	// class AHUD*                                     HUD;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           out_YL;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           out_YPos;                                         		// 0x000C (0x0004) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.UpdateCameraLensEffects
  // [0x00420102] 
  struct AGamePlayerCamera_execUpdateCameraLensEffects_Parms
  {
  	// struct FTViewTarget                             OutVT;                                            		// 0x0000 (0x0038) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x0038 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.UpdateViewTarget
  // [0x00420002] 
  struct AGamePlayerCamera_execUpdateViewTarget_Parms
  {
  	// struct FTViewTarget                             OutVT;                                            		// 0x0000 (0x0038) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0038 (0x0004) [0x0000000000000000]              
  	// class APawn*                                    P;                                                		// 0x003C (0x0008) [0x0000000000000000]              
  	// class UGameCameraBase*                          NewCamera;                                        		// 0x0044 (0x0008) [0x0000000000000000]              
  	// class ACameraActor*                             CamActor;                                         		// 0x004C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.ShouldConstrainAspectRatio
  // [0x00020002] 
  struct AGamePlayerCamera_execShouldConstrainAspectRatio_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GamePlayerCamera.FindBestCameraType
  // [0x00080002] 
  struct AGamePlayerCamera_execFindBestCameraType_Parms
  {
  	// class AActor*                                   CameraTarget;                                     		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameCameraBase*                          ReturnValue;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UGameCameraBase*                          BestCam;                                          		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.Reset
  // [0x00020002] 
  struct AGamePlayerCamera_execReset_Parms
  {
  };
  
  // Function GameFramework.GamePlayerCamera.PostBeginPlay
  // [0x00020002] 
  struct AGamePlayerCamera_execPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.GamePlayerCamera.CacheLastTargetBaseInfo
  // [0x00080400] ( FUNC_Native )
  struct AGamePlayerCamera_execCacheLastTargetBaseInfo_Parms
  {
  	// class AActor*                                   TargetBase;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GamePlayerCamera.CreateCamera
  // [0x00080002] 
  struct AGamePlayerCamera_execCreateCamera_Parms
  {
  	// class UClass*                                   CameraClass;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameCameraBase*                          ReturnValue;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UGameCameraBase*                          NewCam;                                           		// 0x0010 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.SetViewOffset
  // [0x00420401] ( FUNC_Final | FUNC_Native )
  struct UGameThirdPersonCameraMode_execSetViewOffset_Parms
  {
  	// struct FViewOffsetData                          NewViewOffset;                                    		// 0x0000 (0x0024) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.ModifyPostProcessSettings
  // [0x00420102] 
  struct UGameThirdPersonCameraMode_execModifyPostProcessSettings_Parms
  {
  	// struct FPostProcessSettings                     PP;                                               		// 0x0000 (0x0220) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.UpdatePostProcess
  // [0x00C20102] 
  struct UGameThirdPersonCameraMode_execUpdatePostProcess_Parms
  {
  	// struct FTViewTarget                             VT;                                               		// 0x0000 (0x0038) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0038 (0x0004) [0x0000000000000000]              
  	// struct FVector                                  FocusLoc;                                         		// 0x003C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  StartTrace;                                       		// 0x0048 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  EndTrace;                                         		// 0x0054 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  CamDir;                                           		// 0x0060 (0x000C) [0x0000000000000000]              
  	// float                                           FocusDist;                                        		// 0x006C (0x0004) [0x0000000000000000]              
  	// float                                           SubjectDist;                                      		// 0x0070 (0x0004) [0x0000000000000000]              
  	// float                                           Pct;                                              		// 0x0074 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.DOFTrace
  // [0x00880102] 
  struct UGameThirdPersonCameraMode_execDOFTrace_Parms
  {
  	// class AActor*                                   TraceOwner;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  StartTrace;                                       		// 0x0008 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  EndTrace;                                         		// 0x0014 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ReturnValue;                                      		// 0x0020 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitLocation;                                      		// 0x002C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x0038 (0x000C) [0x0000000000000000]              
  	// class AActor*                                   HitActor;                                         		// 0x0044 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.GetDOFFocusLoc
  // [0x00080102] 
  struct UGameThirdPersonCameraMode_execGetDOFFocusLoc_Parms
  {
  	// class AActor*                                   TraceOwner;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  StartTrace;                                       		// 0x0008 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  EndTrace;                                         		// 0x0014 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ReturnValue;                                      		// 0x0020 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.ProcessViewRotation
  // [0x00420100] 
  struct UGameThirdPersonCameraMode_execProcessViewRotation_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class AActor*                                   ViewTarget;                                       		// 0x0004 (0x0008) [0x0000000000000000]              
  	// struct FRotator                                 out_ViewRotation;                                 		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 out_DeltaRot;                                     		// 0x0018 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.SetFocusPoint
  // [0x00020102] 
  struct UGameThirdPersonCameraMode_execSetFocusPoint_Parms
  {
  	// class APawn*                                    ViewedPawn;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.GetCameraWorstCaseLoc
  // [0x00020902] ( FUNC_Event )
  struct UGameThirdPersonCameraMode_eventGetCameraWorstCaseLoc_Parms
  {
  	// class APawn*                                    TargetPawn;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FTViewTarget                             CurrentViewTarget;                                		// 0x0008 (0x0038) [0x0000000000000000]              
  	// struct FVector                                  ReturnValue;                                      		// 0x0040 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.GetDesiredFOV
  // [0x00020002] 
  struct UGameThirdPersonCameraMode_execGetDesiredFOV_Parms
  {
  	// class APawn*                                    ViewedPawn;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.AdjustViewOffset
  // [0x00020802] ( FUNC_Event )
  struct UGameThirdPersonCameraMode_eventAdjustViewOffset_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  Offset;                                           		// 0x0008 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ReturnValue;                                      		// 0x0014 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.OnBecomeInActive
  // [0x00020000] 
  struct UGameThirdPersonCameraMode_execOnBecomeInActive_Parms
  {
  	// class APawn*                                    TargetPawn;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameThirdPersonCameraMode*               NewMode;                                          		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.OnBecomeActive
  // [0x00020002] 
  struct UGameThirdPersonCameraMode_execOnBecomeActive_Parms
  {
  	// class APawn*                                    TargetPawn;                                       		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UGameThirdPersonCameraMode*               PrevMode;                                         		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameThirdPersonCameraMode.Init
  // [0x00020000] 
  struct UGameThirdPersonCameraMode_execInit_Parms
  {
  };
  
  // Function GameFramework.GameSpecialMove.RelativeToWorldOffset
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct UGameSpecialMove_execRelativeToWorldOffset_Parms
  {
  	// struct FRotator                                 InRotation;                                       		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  RelativeSpaceOffset;                              		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ReturnValue;                                      		// 0x0018 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.WorldToRelativeOffset
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct UGameSpecialMove_execWorldToRelativeOffset_Parms
  {
  	// struct FRotator                                 InRotation;                                       		// 0x0000 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  WorldSpaceOffset;                                 		// 0x000C (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ReturnValue;                                      		// 0x0018 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.ForcePawnRotation
  // [0x00024401] ( FUNC_Final | FUNC_Native )
  struct UGameSpecialMove_execForcePawnRotation_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FRotator                                 NewRotation;                                      		// 0x0008 (0x000C) [0x0000000000000000]              
  	// DWORD                                           bIgnoreHumanController : 1;                       		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.MessageEvent
  // [0x00020002] 
  struct UGameSpecialMove_execMessageEvent_Parms
  {
  	// struct FName                                    EventName;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UObject*                                  Sender;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.ResetFacePreciseRotation
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct UGameSpecialMove_execResetFacePreciseRotation_Parms
  {
  };
  
  // Function GameFramework.GameSpecialMove.ReachedPrecisePosition
  // [0x00020800] ( FUNC_Event )
  struct UGameSpecialMove_eventReachedPrecisePosition_Parms
  {
  };
  
  // Function GameFramework.GameSpecialMove.SetFacePreciseRotation
  // [0x00020401] ( FUNC_Final | FUNC_Native )
  struct UGameSpecialMove_execSetFacePreciseRotation_Parms
  {
  	// struct FRotator                                 RotationToFace;                                   		// 0x0000 (0x000C) [0x0000000000000000]              
  	// float                                           InterpolationTime;                                		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.SetReachPreciseDestination
  // [0x00024401] ( FUNC_Final | FUNC_Native )
  struct UGameSpecialMove_execSetReachPreciseDestination_Parms
  {
  	// struct FVector                                  DestinationToReach;                               		// 0x0000 (0x000C) [0x0000000000000000]              
  	// DWORD                                           bCancel : 1;                                      		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.ShouldReplicate
  // [0x00020002] 
  struct UGameSpecialMove_execShouldReplicate_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.SpecialMoveFlagsUpdated
  // [0x00020000] 
  struct UGameSpecialMove_execSpecialMoveFlagsUpdated_Parms
  {
  };
  
  // Function GameFramework.GameSpecialMove.Tick
  // [0x00020000] 
  struct UGameSpecialMove_execTick_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.SpecialMoveEnded
  // [0x00020000] 
  struct UGameSpecialMove_execSpecialMoveEnded_Parms
  {
  	// struct FName                                    PrevMove;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FName                                    NextMove;                                         		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.SpecialMoveStarted
  // [0x00020000] 
  struct UGameSpecialMove_execSpecialMoveStarted_Parms
  {
  	// DWORD                                           bForced : 1;                                      		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FName                                    PrevMove;                                         		// 0x0004 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.InternalCanDoSpecialMove
  // [0x00080002] 
  struct UGameSpecialMove_execInternalCanDoSpecialMove_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.CanDoSpecialMove
  // [0x00024003] ( FUNC_Final )
  struct UGameSpecialMove_execCanDoSpecialMove_Parms
  {
  	// DWORD                                           bForceCheck : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.CanOverrideSpecialMove
  // [0x00020002] 
  struct UGameSpecialMove_execCanOverrideSpecialMove_Parms
  {
  	// struct FName                                    InMove;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.CanOverrideMoveWith
  // [0x00020002] 
  struct UGameSpecialMove_execCanOverrideMoveWith_Parms
  {
  	// struct FName                                    NewMove;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.CanChainMove
  // [0x00020002] 
  struct UGameSpecialMove_execCanChainMove_Parms
  {
  	// struct FName                                    NextMove;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameSpecialMove.ExtractSpecialMoveFlags
  // [0x00020000] 
  struct UGameSpecialMove_execExtractSpecialMoveFlags_Parms
  {
  	// int                                             Flags;                                            		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.InitSpecialMoveFlags
  // [0x00420000] 
  struct UGameSpecialMove_execInitSpecialMoveFlags_Parms
  {
  	// int                                             out_Flags;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameSpecialMove.InitSpecialMove
  // [0x00020002] 
  struct UGameSpecialMove_execInitSpecialMove_Parms
  {
  	// class APawn*                                    inPawn;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FName                                    InHandle;                                         		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameStateObject.Reset
  // [0x00020400] ( FUNC_Native )
  struct UGameStateObject_execReset_Parms
  {
  };
  
  // Function GameFramework.GameStateObject.PreProcessStream
  // [0x00020C00] ( FUNC_Event | FUNC_Native )
  struct UGameStateObject_eventPreProcessStream_Parms
  {
  };
  
  // Function GameFramework.GameStatsAggregator.GetAggregateMappingIDs
  // [0x00420400] ( FUNC_Native )
  struct UGameStatsAggregator_execGetAggregateMappingIDs_Parms
  {
  	// int                                             EventID;                                          		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             AggregateID;                                      		// 0x0004 (0x0004) [0x0000000000000000]              
  	// int                                             TargetAggregateID;                                		// 0x0008 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x000C (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameStatsAggregator.Reset
  // [0x00020400] ( FUNC_Native )
  struct UGameStatsAggregator_execReset_Parms
  {
  };
  
  // Function GameFramework.GameStatsAggregator.PostProcessStream
  // [0x00020C00] ( FUNC_Event | FUNC_Native )
  struct UGameStatsAggregator_eventPostProcessStream_Parms
  {
  };
  
  // Function GameFramework.GameStatsAggregator.PreProcessStream
  // [0x00020C00] ( FUNC_Event | FUNC_Native )
  struct UGameStatsAggregator_eventPreProcessStream_Parms
  {
  };
  
  // Function GameFramework.DebugCameraHUD.PostRender
  // [0x00820802] ( FUNC_Event )
  struct ADebugCameraHUD_eventPostRender_Parms
  {
  	// class ADebugCameraController*                   DCC;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           XL;                                               		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           YL;                                               		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           X;                                                		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0014 (0x0004) [0x0000000000000000]              
  	// struct FString                                  MyText;                                           		// 0x0018 (0x0010) [0x0000000000000000]              
  	// struct FVector                                  CamLoc;                                           		// 0x0028 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ZeroVec;                                          		// 0x0034 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 CamRot;                                           		// 0x0040 (0x000C) [0x0000000000000000]              
  	// struct FTraceHitInfo                            HitInfo;                                          		// 0x004C (0x0028) [0x0000000000000000]              
  	// class AActor*                                   HitActor;                                         		// 0x0074 (0x0008) [0x0000000000000000]              
  	// class UMeshComponent*                           MeshComp;                                         		// 0x007C (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLoc;                                           		// 0x0084 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x0090 (0x000C) [0x0000000000000000]              
  	// DWORD                                           bFoundMaterial : 1;                               		// 0x009C (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.DebugCameraHUD.DisplayMaterials
  // [0x00420002] 
  struct ADebugCameraHUD_execDisplayMaterials_Parms
  {
  	// float                                           X;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           DY;                                               		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMeshComponent*                           MeshComp;                                         		// 0x000C (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             MaterialIndex;                                    		// 0x0018 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bDisplayedMaterial : 1;                           		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UMaterialInterface*                       Material;                                         		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.DebugCameraHUD.PostBeginPlay
  // [0x00020902] ( FUNC_Event )
  struct ADebugCameraHUD_eventPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.DebugCameraInput.InputKey
  // [0x00024002] 
  struct UDebugCameraInput_execInputKey_Parms
  {
  	// int                                             ControllerId;                                     		// 0x0000 (0x0004) [0x0000000000000000]              
  	// struct FName                                    Key;                                              		// 0x0004 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   Event;                                            		// 0x000C (0x0001) [0x0000000000000000]              
  	// float                                           AmountDepressed;                                  		// 0x0010 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bGamepad : 1;                                     		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class APlayerController*                        PC;                                               		// 0x001C (0x0008) [0x0000000000000000]              
  	// class ADebugCameraController*                   DCC;                                              		// 0x0024 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdSpawnInterface.GetSpawnPosition
  // [0x00420000] 
  struct UGameCrowdSpawnInterface_execGetSpawnPosition_Parms
  {
  	// class USeqAct_GameCrowdSpawner*                 Spawner;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  SpawnPos;                                         		// 0x0008 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 SpawnRot;                                         		// 0x0014 (0x000C) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal.IsEnemyBasedOnInterpActor
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_execIsEnemyBasedOnInterpActor_Parms
  {
  	// class APawn*                                    InEnemy;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal.HandlePathObstruction
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_execHandlePathObstruction_Parms
  {
  	// class AActor*                                   BlockedBy;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal.Pushed
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_execPushed_Parms
  {
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal.MoveToGoal
  // [0x00022002] 
  struct UGameAICmd_Hover_MoveToGoal_execMoveToGoal_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AActor*                                   InGoal;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           InGoalDistance;                                   		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           InHoverHeight;                                    		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UGameAICmd_Hover_MoveToGoal*              Cmd;                                              		// 0x001C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.DrawDebug
  // [0x00020802] ( FUNC_Event )
  struct UGameAICmd_Hover_MoveToGoal_Mesh_eventDrawDebug_Parms
  {
  	// class AHUD*                                     H;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FName                                    Category;                                         		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.IsEnemyBasedOnInterpActor
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execIsEnemyBasedOnInterpActor_Parms
  {
  	// class APawn*                                    InEnemy;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.ShouldUpdateBreadCrumbs
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execShouldUpdateBreadCrumbs_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.HasReachedGoal
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execHasReachedGoal_Parms
  {
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.ReEvaluatePath
  // [0x00020000] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execReEvaluatePath_Parms
  {
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.HandlePathObstruction
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execHandlePathObstruction_Parms
  {
  	// class AActor*                                   BlockedBy;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.Tick
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execTick_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.Popped
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execPopped_Parms
  {
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.Pushed
  // [0x00020002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execPushed_Parms
  {
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.HoverBackToMesh
  // [0x00022002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execHoverBackToMesh_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UGameAICmd_Hover_MoveToGoal_Mesh*         Cmd;                                              		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.HoverToPoint
  // [0x00022002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execHoverToPoint_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// struct FVector                                  InPoint;                                          		// 0x0008 (0x000C) [0x0000000000000000]              
  	// float                                           InGoalDistance;                                   		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           InHoverHeight;                                    		// 0x0018 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UGameAICmd_Hover_MoveToGoal_Mesh*         Cmd;                                              		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameAICmd_Hover_MoveToGoal_Mesh.HoverToGoal
  // [0x00022002] 
  struct UGameAICmd_Hover_MoveToGoal_Mesh_execHoverToGoal_Parms
  {
  	// class AGameAIController*                        AI;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AActor*                                   InGoal;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           InGoalDistance;                                   		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           InHoverHeight;                                    		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UGameAICmd_Hover_MoveToGoal_Mesh*         Cmd;                                              		// 0x001C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdSpawnerInterface.GetMaxSpawnDist
  // [0x00020000] 
  struct UGameCrowdSpawnerInterface_execGetMaxSpawnDist_Parms
  {
  	// float                                           ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameCrowdSpawnerInterface.AgentDestroyed
  // [0x00020000] 
  struct UGameCrowdSpawnerInterface_execAgentDestroyed_Parms
  {
  	// class AGameCrowdAgent*                          Agent;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameFixedCamera.OnBecomeActive
  // [0x00020002] 
  struct UGameFixedCamera_execOnBecomeActive_Parms
  {
  	// class UGameCameraBase*                          OldCamera;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameFixedCamera.UpdateCamera
  // [0x00420102] 
  struct UGameFixedCamera_execUpdateCamera_Parms
  {
  	// class APawn*                                    P;                                                		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AGamePlayerCamera*                        CameraActor;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  	// struct FTViewTarget                             OutVT;                                            		// 0x0014 (0x0038) [0x0000000000000000]              
  	// class ACameraActor*                             CamActor;                                         		// 0x004C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameKActorSpawnableEffect.StartScalingDown
  // [0x00020102] 
  struct AGameKActorSpawnableEffect_execStartScalingDown_Parms
  {
  };
  
  // Function GameFramework.GameKActorSpawnableEffect.FellOutOfWorld
  // [0x00020902] ( FUNC_Event )
  struct AGameKActorSpawnableEffect_eventFellOutOfWorld_Parms
  {
  	// class UClass*                                   dmgType;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.GameKActorSpawnableEffect.PostBeginPlay
  // [0x00020902] ( FUNC_Event )
  struct AGameKActorSpawnableEffect_eventPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.MobileDebugCameraController.SetupDebugZones
  // [0x00820002] 
  struct AMobileDebugCameraController_execSetupDebugZones_Parms
  {
  	// float                                           Ratio;                                            		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           Spacer;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// class UMobileInputZone*                         StickMoveZone;                                    		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UMobileInputZone*                         StickLookZone;                                    		// 0x0010 (0x0008) [0x0000000000000000]              
  	// struct FVector2D                                ViewportSize;                                     		// 0x0018 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileDebugCameraController.InitInputSystem
  // [0x00020802] ( FUNC_Event )
  struct AMobileDebugCameraController_eventInitInputSystem_Parms
  {
  };
  
  // Function GameFramework.MobileDebugCameraController.OnDeactivate
  // [0x00020002] 
  struct AMobileDebugCameraController_execOnDeactivate_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobilePlayerInput*                       MobileInput;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileDebugCameraController.InitDebugInputSystem
  // [0x00020002] 
  struct AMobileDebugCameraController_execInitDebugInputSystem_Parms
  {
  };
  
  // Function GameFramework.MobileDebugCameraController.OnActivate
  // [0x00020002] 
  struct AMobileDebugCameraController_execOnActivate_Parms
  {
  	// class APlayerController*                        PC;                                               		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileDebugCameraInput.InputKey
  // [0x00024002] 
  struct UMobileDebugCameraInput_execInputKey_Parms
  {
  	// int                                             ControllerId;                                     		// 0x0000 (0x0004) [0x0000000000000000]              
  	// struct FName                                    Key;                                              		// 0x0004 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   Event;                                            		// 0x000C (0x0001) [0x0000000000000000]              
  	// float                                           AmountDepressed;                                  		// 0x0010 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bGamepad : 1;                                     		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class APlayerController*                        PC;                                               		// 0x001C (0x0008) [0x0000000000000000]              
  	// class AMobileDebugCameraController*             DCC;                                              		// 0x0024 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileDebugCameraHUD.PostRender
  // [0x00820802] ( FUNC_Event )
  struct AMobileDebugCameraHUD_eventPostRender_Parms
  {
  	// class AMobileDebugCameraController*             DCC;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           XL;                                               		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           YL;                                               		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           X;                                                		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0014 (0x0004) [0x0000000000000000]              
  	// struct FString                                  MyText;                                           		// 0x0018 (0x0010) [0x0000000000000000]              
  	// struct FVector                                  CamLoc;                                           		// 0x0028 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  ZeroVec;                                          		// 0x0034 (0x000C) [0x0000000000000000]              
  	// struct FRotator                                 CamRot;                                           		// 0x0040 (0x000C) [0x0000000000000000]              
  	// struct FTraceHitInfo                            HitInfo;                                          		// 0x004C (0x0028) [0x0000000000000000]              
  	// class AActor*                                   HitActor;                                         		// 0x0074 (0x0008) [0x0000000000000000]              
  	// class UMeshComponent*                           MeshComp;                                         		// 0x007C (0x0008) [0x0000000000000000]              
  	// struct FVector                                  HitLoc;                                           		// 0x0084 (0x000C) [0x0000000000000000]              
  	// struct FVector                                  HitNormal;                                        		// 0x0090 (0x000C) [0x0000000000000000]              
  	// DWORD                                           bFoundMaterial : 1;                               		// 0x009C (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           bOldForceMobileHUD : 1;                           		// 0x00A0 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileDebugCameraHUD.DisplayMaterials
  // [0x00420002] 
  struct AMobileDebugCameraHUD_execDisplayMaterials_Parms
  {
  	// float                                           X;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           DY;                                               		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMeshComponent*                           MeshComp;                                         		// 0x000C (0x0008) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0014 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             MaterialIndex;                                    		// 0x0018 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bDisplayedMaterial : 1;                           		// 0x001C (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UMaterialInterface*                       Material;                                         		// 0x0020 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileDebugCameraHUD.PostBeginPlay
  // [0x00020902] ( FUNC_Event )
  struct AMobileDebugCameraHUD_eventPostBeginPlay_Parms
  {
  };
  
  // Function GameFramework.MobileMenuBar.UpdateItemViewports
  // [0x00020002] 
  struct UMobileMenuBar_execUpdateItemViewports_Parms
  {
  	// class UMobileMenuBarItem*                       Item;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           pos;                                              		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             CurIndex;                                         		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuBar.SetFirstItem
  // [0x00020002] 
  struct UMobileMenuBar_execSetFirstItem_Parms
  {
  	// int                                             first;                                            		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuBar.RenderItem
  // [0x00020002] 
  struct UMobileMenuBar_execRenderItem_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             ItemIndex;                                        		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuBar.RenderObject
  // [0x00020002] 
  struct UMobileMenuBar_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           OrgX;                                             		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           OrgY;                                             		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             CurIndex;                                         		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuBar.OnTouch
  // [0x00020802] ( FUNC_Event )
  struct UMobileMenuBar_eventOnTouch_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuObject*                        ObjectOver;                                       		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuBar.GetSelected
  // [0x00020002] 
  struct UMobileMenuBar_execGetSelected_Parms
  {
  	// class UMobileMenuBarItem*                       ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuBar.Num
  // [0x00020002] 
  struct UMobileMenuBar_execNum_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuBar.AddItem
  // [0x00024002] 
  struct UMobileMenuBar_execAddItem_Parms
  {
  	// class UMobileMenuBarItem*                       Item;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             Index;                                            		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuBar.InitMenuObject
  // [0x00020002] 
  struct UMobileMenuBar_execInitMenuObject_Parms
  {
  	// class UMobilePlayerInput*                       PlayerInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuScene*                         Scene;                                            		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             ScreenWidth;                                      		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             ScreenHeight;                                     		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bIsFirstInitialization : 1;                       		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuBarItem.RenderItem
  // [0x00020000] 
  struct UMobileMenuBarItem_execRenderItem_Parms
  {
  	// class UMobileMenuBar*                           Bar;                                              		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuButton.RenderCaption
  // [0x00020002] 
  struct UMobileMenuButton_execRenderCaption_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           UL;                                               		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           VL;                                               		// 0x000C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuButton.RenderObject
  // [0x00820002] 
  struct UMobileMenuButton_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x000C (0x0004) [0x0000000000000000]              
  	// struct FLinearColor                             DrawColor;                                        		// 0x0010 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuButton.InitMenuObject
  // [0x00020002] 
  struct UMobileMenuButton_execInitMenuObject_Parms
  {
  	// class UMobilePlayerInput*                       PlayerInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuScene*                         Scene;                                            		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             ScreenWidth;                                      		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             ScreenHeight;                                     		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bIsFirstInitialization : 1;                       		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// int                                             I;                                                		// 0x001C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuElement.RenderElement
  // [0x00020000] 
  struct UMobileMenuElement_execRenderElement_Parms
  {
  	// class UMobileMenuObject*                        Owner;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           Opacity;                                          		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuElement.OnTouch
  // [0x00020002] 
  struct UMobileMenuElement_execOnTouch_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x000C (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuGame.RestartPlayer
  // [0x00020000] 
  struct AMobileMenuGame_execRestartPlayer_Parms
  {
  	// class AController*                              NewPlayer;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuGame.StartMatch
  // [0x00020000] 
  struct AMobileMenuGame_execStartMatch_Parms
  {
  };
  
  // Function GameFramework.MobileMenuGame.PostLogin
  // [0x00020802] ( FUNC_Event )
  struct AMobileMenuGame_eventPostLogin_Parms
  {
  	// class APlayerController*                        NewPlayer;                                        		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobilePlayerInput*                       MI;                                               		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.RenderDragItem
  // [0x00020002] 
  struct UMobileMenuInventory_execRenderDragItem_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuElement*                       Element;                                          		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           OrgX;                                             		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           OrgY;                                             		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.RenderObject
  // [0x00020002] 
  struct UMobileMenuInventory_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuElement*                       Element;                                          		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           OrgX;                                             		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           OrgY;                                             		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.GetIndexOfItem
  // [0x00020002] 
  struct UMobileMenuInventory_execGetIndexOfItem_Parms
  {
  	// class UMobileMenuElement*                       Item;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.FindSlotIndexAt
  // [0x00020002] 
  struct UMobileMenuInventory_execFindSlotIndexAt_Parms
  {
  	// float                                           X;                                                		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           Y;                                                		// 0x0004 (0x0004) [0x0000000000000000]              
  	// int                                             ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuElement*                       Element;                                          		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           ExtraX;                                           		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           ExtraY;                                           		// 0x0018 (0x0004) [0x0000000000000000]              
  	// int                                             Idx;                                              		// 0x001C (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.InitDragAt
  // [0x00020002] 
  struct UMobileMenuInventory_execInitDragAt_Parms
  {
  	// int                                             TouchX;                                           		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             TouchY;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.UpdateItemInSlot
  // [0x00080002] 
  struct UMobileMenuInventory_execUpdateItemInSlot_Parms
  {
  	// int                                             InSlot;                                           		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuElement*                       Element;                                          		// 0x0004 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuElement*                       Slot;                                             		// 0x000C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.AddItemToSlot
  // [0x00020002] 
  struct UMobileMenuInventory_execAddItemToSlot_Parms
  {
  	// class UMobileMenuElement*                       Element;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             ToSlot;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuElement*                       ReturnValue;                                      		// 0x000C (0x0008) [0x0000000000000000]              
  	// class UMobileMenuElement*                       PrevElement;                                      		// 0x0014 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.SwapItemsInSlots
  // [0x00020002] 
  struct UMobileMenuInventory_execSwapItemsInSlots_Parms
  {
  	// int                                             Slot0;                                            		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             Slot1;                                            		// 0x0004 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UMobileMenuElement*                       Element0;                                         		// 0x000C (0x0008) [0x0000000000000000]              
  	// class UMobileMenuElement*                       Element1;                                         		// 0x0014 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.OnTouch
  // [0x00820802] ( FUNC_Event )
  struct UMobileMenuInventory_eventOnTouch_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuObject*                        ObjectOver;                                       		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// struct FDragElementInfo                         OrigDrag;                                         		// 0x001C (0x0028) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.CanPutItemInSlot
  // [0x00024002] 
  struct UMobileMenuInventory_execCanPutItemInSlot_Parms
  {
  	// class UMobileMenuElement*                       Item;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuElement*                       ToSlot;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             ToIdx;                                            		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             FromIdx;                                          		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuInventory.ScaleSlot
  // [0x00040003] ( FUNC_Final )
  struct UMobileMenuInventory_execScaleSlot_Parms
  {
  	// class UMobileMenuElement*                       Slot;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.AddSlot
  // [0x00020002] 
  struct UMobileMenuInventory_execAddSlot_Parms
  {
  	// class UMobileMenuElement*                       Slot;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.InitMenuObject
  // [0x00020002] 
  struct UMobileMenuInventory_execInitMenuObject_Parms
  {
  	// class UMobilePlayerInput*                       PlayerInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuScene*                         Scene;                                            		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             ScreenWidth;                                      		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             ScreenHeight;                                     		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bIsFirstInitialization : 1;                       		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// class UMobileMenuElement*                       Element;                                          		// 0x001C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.OnUpdateDrag
  // [0x00520000] 
  struct UMobileMenuInventory_execOnUpdateDrag_Parms
  {
  	// struct FDragElementInfo                         Before;                                           		// 0x0000 (0x0028) [0x0000000000000000]              
  	// struct FDragElementInfo                         After;                                            		// 0x0028 (0x0028) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuInventory.DoCanPutItemInSlot
  // [0x00120000] 
  struct UMobileMenuInventory_execDoCanPutItemInSlot_Parms
  {
  	// class UMobileMenuInventory*                     FromInv;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuElement*                       Item;                                             		// 0x0008 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuElement*                       ToSlot;                                           		// 0x0010 (0x0008) [0x0000000000000000]              
  	// int                                             ToIdx;                                            		// 0x0018 (0x0004) [0x0000000000000000]              
  	// int                                             FromIdx;                                          		// 0x001C (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuInventory.OnUpdateItemInSlot
  // [0x00120000] 
  struct UMobileMenuInventory_execOnUpdateItemInSlot_Parms
  {
  	// class UMobileMenuInventory*                     FromInv;                                          		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             SlotIndex;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuLabel.RenderObject
  // [0x00020002] 
  struct UMobileMenuLabel_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// float                                           CX;                                               		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           CY;                                               		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           TX;                                               		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           TY;                                               		// 0x0018 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.ItemScrollSize
  // [0x00020002] 
  struct UMobileMenuList_execItemScrollSize_Parms
  {
  	// class UMobileMenuListItem*                      Item;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.RenderObject
  // [0x00820002] 
  struct UMobileMenuList_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Item;                                             		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           OrgX;                                             		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           OrgY;                                             		// 0x0018 (0x0004) [0x0000000000000000]              
  	// int                                             VpEnd;                                            		// 0x001C (0x0004) [0x0000000000000000]              
  	// int                                             CurIndex;                                         		// 0x0020 (0x0004) [0x0000000000000000]              
  	// int                                             first;                                            		// 0x0024 (0x0004) [0x0000000000000000]              
  	// int                                             Last;                                             		// 0x0028 (0x0004) [0x0000000000000000]              
  	// int                                             SelectedIdx;                                      		// 0x002C (0x0004) [0x0000000000000000]              
  	// int                                             NumItems;                                         		// 0x0030 (0x0004) [0x0000000000000000]              
  	// int                                             RealIndex;                                        		// 0x0034 (0x0004) [0x0000000000000000]              
  	// struct FVector2D                                VpPos;                                            		// 0x0038 (0x0008) [0x0000000000000000]              
  	// struct FVector2D                                VpSize;                                           		// 0x0040 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.UpdateScroll
  // [0x00020002] 
  struct UMobileMenuList_execUpdateScroll_Parms
  {
  	// float                                           DeltaTime;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           ScrollAmount;                                     		// 0x0004 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.CalculateSelectedItem
  // [0x00420002] 
  struct UMobileMenuList_execCalculateSelectedItem_Parms
  {
  	// struct FSelectedMenuItem                        Selected;                                         		// 0x0000 (0x000C) [0x0000000000000000]              
  	// float                                           ScrollAmount;                                     		// 0x000C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bForceZeroAdjustment : 1;                         		// 0x0010 (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           ReturnValue;                                      		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           AdjustValue;                                      		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           ScrollSize;                                       		// 0x001C (0x0004) [0x0000000000000000]              
  	// float                                           Scrolled;                                         		// 0x0020 (0x0004) [0x0000000000000000]              
  	// float                                           HalfScroll;                                       		// 0x0024 (0x0004) [0x0000000000000000]              
  	// int                                             CurIndex;                                         		// 0x0028 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Item;                                             		// 0x002C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.GetItemClickPosition
  // [0x00420002] 
  struct UMobileMenuList_execGetItemClickPosition_Parms
  {
  	// float                                           MouseX;                                           		// 0x0000 (0x0004) [0x0000000000000000]              
  	// float                                           MouseY;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      ReturnValue;                                      		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             ScrollAmount;                                     		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             CurIndex;                                         		// 0x0014 (0x0004) [0x0000000000000000]              
  	// int                                             ScrollSize;                                       		// 0x0018 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Item;                                             		// 0x001C (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.OnTouch
  // [0x00020802] ( FUNC_Event )
  struct UMobileMenuList_eventOnTouch_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuObject*                        ObjectOver;                                       		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  	// float                                           Velocity;                                         		// 0x001C (0x0004) [0x0000000000000000]              
  	// float                                           SwipeDelta;                                       		// 0x0020 (0x0004) [0x0000000000000000]              
  	// float                                           FinalScrollDist;                                  		// 0x0024 (0x0004) [0x0000000000000000]              
  	// float                                           CalcScrollDist;                                   		// 0x0028 (0x0004) [0x0000000000000000]              
  	// float                                           SwipeTime;                                        		// 0x002C (0x0004) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Selected;                                         		// 0x0030 (0x0008) [0x0000000000000000]              
  	// int                                             Index;                                            		// 0x0038 (0x0004) [0x0000000000000000]              
  	// int                                             Index0;                                           		// 0x003C (0x0004) [0x0000000000000000]              
  	// DWORD                                           bUdpateTouchItem : 1;                             		// 0x0040 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuList.SetSelectedItem
  // [0x00024002] 
  struct UMobileMenuList_execSetSelectedItem_Parms
  {
  	// int                                             ItemIndex;                                        		// 0x0000 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bForceAll : 1;                                    		// 0x0004 (0x0004) [0x0000000000000000] [0x00000001] 
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0008 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuList.GetNumVisible
  // [0x00020002] 
  struct UMobileMenuList_execGetNumVisible_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             Index;                                            		// 0x0004 (0x0004) [0x0000000000000000]              
  	// int                                             Count;                                            		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.SetSelectedToVisibleIndex
  // [0x00020002] 
  struct UMobileMenuList_execSetSelectedToVisibleIndex_Parms
  {
  	// int                                             VisibleIndex;                                     		// 0x0000 (0x0004) [0x0000000000000000]              
  	// int                                             ReturnValue;                                      		// 0x0004 (0x0004) [0x0000000000000000]              
  	// int                                             Index;                                            		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.GetVisibleIndexOfSelected
  // [0x00020002] 
  struct UMobileMenuList_execGetVisibleIndexOfSelected_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Item;                                             		// 0x0004 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Selected;                                         		// 0x000C (0x0008) [0x0000000000000000]              
  	// int                                             Index;                                            		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.GetAmountSelected
  // [0x00020002] 
  struct UMobileMenuList_execGetAmountSelected_Parms
  {
  	// class UMobileMenuListItem*                      Item;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           ReturnValue;                                      		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Selected;                                         		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           Half;                                             		// 0x0014 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.GetSelected
  // [0x00020002] 
  struct UMobileMenuList_execGetSelected_Parms
  {
  	// class UMobileMenuListItem*                      ReturnValue;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuListItem*                      Item;                                             		// 0x0008 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.Num
  // [0x00020002] 
  struct UMobileMenuList_execNum_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.AddItem
  // [0x00024002] 
  struct UMobileMenuList_execAddItem_Parms
  {
  	// class UMobileMenuListItem*                      Item;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// int                                             Index;                                            		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuList.InitMenuObject
  // [0x00020002] 
  struct UMobileMenuList_execInitMenuObject_Parms
  {
  	// class UMobilePlayerInput*                       PlayerInput;                                      		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UMobileMenuScene*                         Scene;                                            		// 0x0008 (0x0008) [0x0000000000000000]              
  	// int                                             ScreenWidth;                                      		// 0x0010 (0x0004) [0x0000000000000000]              
  	// int                                             ScreenHeight;                                     		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           bIsFirstInitialization : 1;                       		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuListItem.RenderItem
  // [0x00020000] 
  struct UMobileMenuListItem_execRenderItem_Parms
  {
  	// class UMobileMenuList*                          List;                                             		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuObjectProxy.RenderObject
  // [0x00020002] 
  struct UMobileMenuObjectProxy_execRenderObject_Parms
  {
  	// class UCanvas*                                  Canvas;                                           		// 0x0000 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0008 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuObjectProxy.OnTouch
  // [0x00020802] ( FUNC_Event )
  struct UMobileMenuObjectProxy_eventOnTouch_Parms
  {
  	// unsigned char                                   EventType;                                        		// 0x0000 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x0004 (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0008 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuObject*                        ObjectOver;                                       		// 0x000C (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0014 (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0018 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileMenuObjectProxy.OnRenderObject
  // [0x00120000] 
  struct UMobileMenuObjectProxy_execOnRenderObject_Parms
  {
  	// class UMobileMenuObjectProxy*                   Proxy;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class UCanvas*                                  Canvas;                                           		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x0010 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.MobileMenuObjectProxy.OnTouchEvent
  // [0x00120000] 
  struct UMobileMenuObjectProxy_execOnTouchEvent_Parms
  {
  	// class UMobileMenuObjectProxy*                   Proxy;                                            		// 0x0000 (0x0008) [0x0000000000000000]              
  	// unsigned char                                   EventType;                                        		// 0x0008 (0x0001) [0x0000000000000000]              
  	// float                                           TouchX;                                           		// 0x000C (0x0004) [0x0000000000000000]              
  	// float                                           TouchY;                                           		// 0x0010 (0x0004) [0x0000000000000000]              
  	// class UMobileMenuObject*                        ObjectOver;                                       		// 0x0014 (0x0008) [0x0000000000000000]              
  	// float                                           DeltaTime;                                        		// 0x001C (0x0004) [0x0000000000000000]              
  	// DWORD                                           ReturnValue : 1;                                  		// 0x0020 (0x0004) [0x0000000000000000] [0x00000001] 
  };
  
  // Function GameFramework.MobileTouchInputVolume.HandleDragOver
  // [0x00020002] 
  struct AMobileTouchInputVolume_execHandleDragOver_Parms
  {
  };
  
  // Function GameFramework.MobileTouchInputVolume.HandleDoubleClick
  // [0x00020002] 
  struct AMobileTouchInputVolume_execHandleDoubleClick_Parms
  {
  };
  
  // Function GameFramework.MobileTouchInputVolume.HandleClick
  // [0x00020002] 
  struct AMobileTouchInputVolume_execHandleClick_Parms
  {
  };
  
  // Function GameFramework.MobileTouchInputVolume.OnToggle
  // [0x00020102] 
  struct AMobileTouchInputVolume_execOnToggle_Parms
  {
  	// class USeqAct_Toggle*                           inAction;                                         		// 0x0000 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.TouchableElement3D.HandleDragOver
  // [0x00020000] 
  struct UTouchableElement3D_execHandleDragOver_Parms
  {
  };
  
  // Function GameFramework.TouchableElement3D.HandleDoubleClick
  // [0x00020000] 
  struct UTouchableElement3D_execHandleDoubleClick_Parms
  {
  };
  
  // Function GameFramework.TouchableElement3D.HandleClick
  // [0x00020000] 
  struct UTouchableElement3D_execHandleClick_Parms
  {
  };
  
  // Function GameFramework.PlayerCollectorGame.GetSeamlessTravelActorList
  // [0x00420800] ( FUNC_Event )
  struct APlayerCollectorGame_eventGetSeamlessTravelActorList_Parms
  {
  	// DWORD                                           bToEntry : 1;                                     		// 0x0000 (0x0004) [0x0000000000000000] [0x00000001] 
  	// TArray< class AActor* >                         ActorList;                                        		// 0x0004 (0x0010) [0x0000000000000000]              
  };
  
  // Function GameFramework.PlayerCollectorGame.Login
  // [0x00420802] ( FUNC_Event )
  struct APlayerCollectorGame_eventLogin_Parms
  {
  	// struct FString                                  Portal;                                           		// 0x0000 (0x0010) [0x0000000000000000]              
  	// struct FString                                  Options;                                          		// 0x0010 (0x0010) [0x0000000000000000]              
  	// struct FUniqueNetId                             UniqueId;                                         		// 0x0020 (0x0008) [0x0000000000000000]              
  	// struct FString                                  ErrorMessage;                                     		// 0x0028 (0x0010) [0x0000000000000000]              
  	// class APlayerController*                        ReturnValue;                                      		// 0x0038 (0x0008) [0x0000000000000000]              
  	// class APlayerController*                        PC;                                               		// 0x0040 (0x0008) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_HudRenderImage.Render
  // [0x00020002] 
  struct USeqEvent_HudRenderImage_execRender_Parms
  {
  	// class UCanvas*                                  TargetCanvas;                                     		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AHUD*                                     TargetHud;                                        		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           UsedX;                                            		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           UsedY;                                            		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           UsedXL;                                           		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           UsedYL;                                           		// 0x001C (0x0004) [0x0000000000000000]              
  	// float                                           GlobalScaleX;                                     		// 0x0020 (0x0004) [0x0000000000000000]              
  	// float                                           GlobalScaleY;                                     		// 0x0024 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_HudRenderText.GetObjClassVersion
  // [0x00022802] ( FUNC_Event )
  struct USeqEvent_HudRenderText_eventGetObjClassVersion_Parms
  {
  	// int                                             ReturnValue;                                      		// 0x0000 (0x0004) [0x0000000000000000]              
  };
  
  // Function GameFramework.SeqEvent_HudRenderText.Render
  // [0x00020002] 
  struct USeqEvent_HudRenderText_execRender_Parms
  {
  	// class UCanvas*                                  TargetCanvas;                                     		// 0x0000 (0x0008) [0x0000000000000000]              
  	// class AHUD*                                     TargetHud;                                        		// 0x0008 (0x0008) [0x0000000000000000]              
  	// float                                           XL;                                               		// 0x0010 (0x0004) [0x0000000000000000]              
  	// float                                           YL;                                               		// 0x0014 (0x0004) [0x0000000000000000]              
  	// float                                           UsedX;                                            		// 0x0018 (0x0004) [0x0000000000000000]              
  	// float                                           UsedY;                                            		// 0x001C (0x0004) [0x0000000000000000]              
  	// float                                           UsedScaleX;                                       		// 0x0020 (0x0004) [0x0000000000000000]              
  	// float                                           UsedScaleY;                                       		// 0x0024 (0x0004) [0x0000000000000000]              
  	// float                                           GlobalScaleX;                                     		// 0x0028 (0x0004) [0x0000000000000000]              
  	// float                                           GlobalScaleY;                                     		// 0x002C (0x0004) [0x0000000000000000]              
  };
  
  
  #ifdef _MSC_VER
  	#pragma pack ( pop )
  #endif