class Uui_radar_C : public UUserWidget
{
public:
    class UWidgetTree* WidgetTree = "WidgetTree'VotV/Content/umg/windows/ui_radar.ui_radar_C:WidgetTree'";
    class UFunction* UberGraphFunction = "Function'VotV/Content/umg/windows/ui_radar.ui_radar_C:ExecuteUbergraph_ui_radar'";
    struct FPointerToUberGraphFrame UberGraphFrame = {};
    struct FVector2D offset = FVector2D(0, 0);
    struct FVector Hloc = FVector(0, 0, 0);
    float lerp = 1;
    float zoomMax = 3;
    float zoomMin = 1;
    bool bHasScriptImplementedPaint = false;
    class UCanvasPanel* canvas_moabImpact;
    class UCanvasPanel* canvas_moabPoints;
    class UCanvasPanel* canvas_offset;
    class UCanvasPanel* canvas_points;
    class UCanvasPanel* canvas_zoom;
    class UImage* Image_11;
    class UImage* Image_34;
    class UImage* Image_172;
    class UImage* Image_372;
    class UImage* img_2;
    class UImage* img_map;
    class UImage* img_map_1;
    class UImage* img_moabCam;
    class UImage* img_radar;
    class UImage* img_radarBorderCorners;
    class UImage* img_tracks;
    class UTextBlock* text_height;
    class UTextBlock* text_impact;
    class UTextBlock* text_loading;
    class UTextBlock* text_missle_distance;
    class UTextBlock* text_missle_time;
    class UTextBlock* text_missle_velocity;
    class UTextBlock* text_offsetA;
    class UTextBlock* text_offsetD;
    class UTextBlock* text_offsetx;
    class UTextBlock* text_offsety;
    class UTextBlock* text_zoom_1;
    class UWidgetSwitcher* WidgetSwitcher_29;
    class UMaterialInstanceDynamic* dynmat;
    float zoom;
    int move_up;
    int move_right;
    int move_zoom;
    class UmainGamemode_C* gamemode;
    class UMaterialInstanceDynamic* dynmat_map;
    float deltaTime;
    class Aprop_moabRocket_C* rocket;
    class USceneCaptureComponent2D* moabCam;
    class UTextureRenderTarget2D* moabRT;
    TArray<class Uui_radarMoabPoint_C*>* moabPoints;
    bool loadingMortar;
    int l;
    class UMaterialInstanceDynamic* dynmat_drawPath;
    bool NewVar_0;
    class UTextureRenderTarget2D* rt_path;
    bool hasRadar;

};