text: #pragma once
  
  // PUBG FULL SDK - Generated By Respecter (5.3.4.11 [06/03/2019]) SDK
  
  #ifdef _MSC_VER
  	#pragma pack(push, 0x8)
  #endif
  
  #include "PUBG_Basic.hpp"
  #include "PUBG_CoreUObject_classes.hpp"
  
  namespace SDK
  {
  //---------------------------------------------------------------------------
  //Script Structs
  //---------------------------------------------------------------------------
  
  // ScriptStruct LightPropagationVolumeRuntime.LightPropagationVolumeSettings
  // 0x0040
  struct FLightPropagationVolumeSettings
  {
  	unsigned char                                      bOverride_LPVIntensity : 1;                               // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVDirectionalOcclusionIntensity : 1;           // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVDirectionalOcclusionRadius : 1;              // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVDiffuseOcclusionExponent : 1;                // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVSpecularOcclusionExponent : 1;               // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVDiffuseOcclusionIntensity : 1;               // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVSpecularOcclusionIntensity : 1;              // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVSize : 1;                                    // 0x0000(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVSecondaryOcclusionIntensity : 1;             // 0x0001(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVSecondaryBounceIntensity : 1;                // 0x0001(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVGeometryVolumeBias : 1;                      // 0x0001(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVVplInjectionBias : 1;                        // 0x0001(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      bOverride_LPVEmissiveInjectionIntensity : 1;              // 0x0001(0x0001) (Edit, BlueprintVisible)
  	unsigned char                                      UnknownData00[0x2];                                       // 0x0002(0x0002) MISSED OFFSET
  	float                                              LPVIntensity;                                             // 0x0004(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVVplInjectionBias;                                      // 0x0008(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVSize;                                                  // 0x000C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVSecondaryOcclusionIntensity;                           // 0x0010(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVSecondaryBounceIntensity;                              // 0x0014(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVGeometryVolumeBias;                                    // 0x0018(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVEmissiveInjectionIntensity;                            // 0x001C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVDirectionalOcclusionIntensity;                         // 0x0020(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVDirectionalOcclusionRadius;                            // 0x0024(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVDiffuseOcclusionExponent;                              // 0x0028(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVSpecularOcclusionExponent;                             // 0x002C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVDiffuseOcclusionIntensity;                             // 0x0030(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVSpecularOcclusionIntensity;                            // 0x0034(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVFadeRange;                                             // 0x0038(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	float                                              LPVDirectionalOcclusionFadeRange;                         // 0x003C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  };
  
  }
  
  #ifdef _MSC_VER
  	#pragma pack(pop)
  #endif
  