text: #pragma once
  
  // Fortnite (1.8) SDK
  
  #ifdef _MSC_VER
  	#pragma pack(push, 0x8)
  #endif
  
  namespace SDK
  {
  //---------------------------------------------------------------------------
  //Classes
  //---------------------------------------------------------------------------
  
  // BlueprintGeneratedClass B_Post_Explosion_Generic.B_Post_Explosion_Generic_C
  // 0x0518 (0x08A0 - 0x0388)
  class AB_Post_Explosion_Generic_C : public AActor
  {
  public:
  	class UPostProcessComponent*                       PostFX;                                                   // 0x0388(0x0008) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	class USphereComponent*                            PostFX_SphereComponent;                                   // 0x0390(0x0008) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	struct FVector                                     PostFX_PreviewScale;                                      // 0x0398(0x000C) (Edit, BlueprintVisible, IsPlainOldData)
  	float                                              PostFX_BlendRadius;                                       // 0x03A4(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	struct FVector                                     PostFX_ShakeEpicenter;                                    // 0x03A8(0x000C) (Edit, BlueprintVisible, DisableEditOnInstance, IsPlainOldData)
  	float                                              PostFX_ShakeOuterradius;                                  // 0x03B4(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
  	float                                              PostFX_ShakeInnerRadius;                                  // 0x03B8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
  	bool                                               UseCameraShake;                                           // 0x03BC(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	unsigned char                                      UnknownData00[0x3];                                       // 0x03BD(0x0003) MISSED OFFSET
  	class UClass*                                      CameraShakeClass;                                         // 0x03C0(0x0008) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
  	bool                                               UseForceFeedback;                                         // 0x03C8(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	unsigned char                                      UnknownData01[0x3];                                       // 0x03C9(0x0003) MISSED OFFSET
  	float                                              DeactivateDelay;                                          // 0x03CC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
  	struct FPostProcessSettings                        PostFX_Settings;                                          // 0x03D0(0x04C0) (Edit, BlueprintVisible, DisableEditOnInstance)
  	class UForceFeedbackEffect*                        ForceFeedbackNear;                                        // 0x0890(0x0008) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
  	class UForceFeedbackEffect*                        ForceFeedbackFar;                                         // 0x0898(0x0008) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
  
  	static UClass* StaticClass()
  	{
  		static auto ptr = UObject::FindClass("BlueprintGeneratedClass B_Post_Explosion_Generic.B_Post_Explosion_Generic_C");
  		return ptr;
  	}
  
  
  	void UserConstructionScript();
  };
  
  
  }
  
  #ifdef _MSC_VER
  	#pragma pack(pop)
  #endif
  