Class: World.Object
Level* PersistentLevel;//[Offset: 0x30, Size: 0x0]
NetDriver* NetDriver;//[Offset: 0x38, Size: 0x0]
LineBatchComponent* LineBatcher;//[Offset: 0x40, Size: 0x0]
LineBatchComponent* PersistentLineBatcher;//[Offset: 0x48, Size: 0x0]
LineBatchComponent* ForegroundLineBatcher;//[Offset: 0x50, Size: 0x0]
GameNetworkManager* NetworkManager;//[Offset: 0x58, Size: 0x0]
PhysicsCollisionHandler* PhysicsCollisionHandler;//[Offset: 0x60, Size: 0x0]
Object*[] ExtraReferencedObjects;//[Offset: 0x68, Size: 0x0]
Object*[] PerModuleDataObjects;//[Offset: 0x78, Size: 0x0]
LevelStreaming*[] StreamingLevels;//[Offset: 0x88, Size: 0x0]
StreamingLevelsToConsider StreamingLevelsToConsider;//[Offset: 0x98, Size: 0x0]
FString StreamingLevelsPrefix;//[Offset: 0xc0, Size: 0x0]
Level* CurrentLevelPendingVisibility;//[Offset: 0xd0, Size: 0x0]
Level* CurrentLevelPendingInvisibility;//[Offset: 0xd8, Size: 0x0]
DemoNetDriver* DemoNetDriver;//[Offset: 0xe0, Size: 0x0]
ParticleEventManager* MyParticleEventManager;//[Offset: 0xe8, Size: 0x0]
PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0xf0, Size: 0x0]
bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 0, FieldMask: 0)[Offset: 0x10e, Size: 0x0]
NavigationSystemBase* NavigationSystem;//[Offset: 0x110, Size: 0x0]
GameModeBase* AuthorityGameMode;//[Offset: 0x118, Size: 0x0]
GameStateBase* GameState;//[Offset: 0x120, Size: 0x0]
AISystemBase* AISystem;//[Offset: 0x128, Size: 0x0]
AvoidanceManager* AvoidanceManager;//[Offset: 0x130, Size: 0x0]
Level*[] Levels;//[Offset: 0x138, Size: 0x0]
LevelCollection[] LevelCollections;//[Offset: 0x148, Size: 0x0]
GameInstance* OwningGameInstance;//[Offset: 0x180, Size: 0x0]
MaterialParameterCollectionInstance*[] ParameterCollectionInstances;//[Offset: 0x188, Size: 0x0]
Canvas* CanvasForRenderingToTarget;//[Offset: 0x198, Size: 0x0]
Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x1a0, Size: 0x0]
<ActorComponent*> ComponentsThatNeedPreEndOfFrameSync;//[Offset: 0x1f8, Size: 0x0]
ActorComponent*[] ComponentsThatNeedEndOfFrameUpdate;//[Offset: 0x248, Size: 0x0]
ActorComponent*[] ComponentsThatNeedEndOfFrameUpdate_OnGameThread;//[Offset: 0x258, Size: 0x0]
WorldComposition* WorldComposition;//[Offset: 0x5d8, Size: 0x0]
WorldPSCPool PSCPool;//[Offset: 0x668, Size: 0x0]
WorldSettings* K2_GetWorldSettings();// 0x8f172d8
void HandleTimelineScrubbed();// 0x8f1730c
--------------------------------
Class: Object
void ExecuteUbergraph(int EntryPoint);// 0x67b5908
--------------------------------
Class: Level.Object
World* OwningWorld;//[Offset: 0xb8, Size: 0x8800]
Model* Model;//[Offset: 0xc0, Size: 0xff0088]
ModelComponent*[] ModelComponents;//[Offset: 0xc8, Size: 0x0]
LevelActorContainer* ActorCluster;//[Offset: 0xd8, Size: 0x8800]
int NumTextureStreamingUnbuiltComponents;//[Offset: 0xe0, Size: 0x88ff]
int NumTextureStreamingDirtyResources;//[Offset: 0xe4, Size: 0x8800]
LevelScriptActor* LevelScriptActor;//[Offset: 0xe8, Size: 0x88]
NavigationObjectBase* NavListStart;//[Offset: 0xf0, Size: 0xff0088]
NavigationObjectBase* NavListEnd;//[Offset: 0xf8, Size: 0x88]
NavigationDataChunk*[] NavDataChunks;//[Offset: 0x100, Size: 0x0]
float LightmapTotalSize;//[Offset: 0x110, Size: 0x88ff]
float ShadowmapTotalSize;//[Offset: 0x114, Size: 0x88]
Vector[] StaticNavigableGeometry;//[Offset: 0x118, Size: 0x0]
Guid[] StreamingTextureGuids;//[Offset: 0x128, Size: 0x0]
Guid LevelBuildDataId;//[Offset: 0x1d0, Size: 0xff0088]
MapBuildDataRegistry* MapBuildData;//[Offset: 0x1e0, Size: 0xff88]
IntVector LightBuildLevelOffset;//[Offset: 0x1e8, Size: 0xff88]
bool bIsLightingScenario;//(ByteOffset: 0, ByteMask: 0, FieldMask: 0)[Offset: 0x1f4, Size: 0x8800ff]
bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 0, FieldMask: 0)[Offset: 0x1f4, Size: 0x880000]
bool bStaticComponentsRegisteredInStreamingManager;//(ByteOffset: 0, ByteMask: 0, FieldMask: 0)[Offset: 0x1f4, Size: 0x8800ff]
bool bIsVisible;//(ByteOffset: 0, ByteMask: 0, FieldMask: 0)[Offset: 0x1f4, Size: 0xff0088]
WorldSettings* WorldSettings;//[Offset: 0x258, Size: 0xff88ff]
AssetUserData*[] AssetUserData;//[Offset: 0x268, Size: 0x0]
ReplicatedStaticActorDestructionInfo[] DestroyedReplicatedStaticActors;//[Offset: 0x288, Size: 0x0]
--------------------------------
Class: Model.Object
--------------------------------
Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
BodySetup* ModelBodySetup;//[Offset: 0x450, Size: 0x0]
...