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ActorSequence_structs.h
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#pragma once
// Name: AceCombat7, Version: 1.3.0
#ifdef _MSC_VER
#pragma pack(push, 0x8)
#endif
namespace SDK
{
//---------------------------------------------------------------------------
// Enums
//---------------------------------------------------------------------------
// Enum ActorSequence.EActorSequenceObjectReferenceType
enum class EActorSequenceObjectReferenceType : uint8_t
{
EActorSequenceObjectReferenceType__ContextActor = 0,
EActorSequenceObjectReferenceType__ExternalActor = 1,
EActorSequenceObjectReferenceType__Component = 2,
EActorSequenceObjectReferenceType__EActorSequenceObjectReferenceType_MAX = 3
};
//---------------------------------------------------------------------------
// Script Structs
//---------------------------------------------------------------------------
// ScriptStruct ActorSequence.ActorSequenceObjectReference
// 0x0028
struct FActorSequenceObjectReference
{
EActorSequenceObjectReferenceType Type; // 0x0000(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x0001(0x0003) MISSED OFFSET
struct FGuid ActorId; // 0x0004(0x0010) (IsPlainOldData)
unsigned char UnknownData01[0x4]; // 0x0014(0x0004) MISSED OFFSET
struct FString PathToComponent; // 0x0018(0x0010) (ZeroConstructor)
};
// ScriptStruct ActorSequence.ActorSequenceObjectReferences
// 0x0010
struct FActorSequenceObjectReferences
{
TArray<struct FActorSequenceObjectReference> Array; // 0x0000(0x0010) (ZeroConstructor)
};
// ScriptStruct ActorSequence.ActorSequenceObjectReferenceMap
// 0x0020
struct FActorSequenceObjectReferenceMap
{
TArray<struct FGuid> BindingIds; // 0x0000(0x0010) (ZeroConstructor)
TArray<struct FActorSequenceObjectReferences> References; // 0x0010(0x0010) (ZeroConstructor)
};
}
#ifdef _MSC_VER
#pragma pack(pop)
#endif