Num={Entries.ArrayNum} Num={Entries.ArrayNum} EntryPtr = (UE::Cameras::FCameraVariableTable::FEntry*)&Entries[EntryIndex] *(bool*)(Memory + EntryPtr->Offset) *(int32*)(Memory + EntryPtr->Offset) *(float*)(Memory + EntryPtr->Offset) *(double*)(Memory + EntryPtr->Offset) *(FVector2f*)(Memory + EntryPtr->Offset) *(FVector2d*)(Memory + EntryPtr->Offset) *(FVector3f*)(Memory + EntryPtr->Offset) *(FVector3d*)(Memory + EntryPtr->Offset) *(FVector4f*)(Memory + EntryPtr->Offset) *(FVector4d*)(Memory + EntryPtr->Offset) *(FRotator3f*)(Memory + EntryPtr->Offset) *(FRotator3d*)(Memory + EntryPtr->Offset) *(FTransform3f*)(Memory + EntryPtr->Offset) *(FTransform3d*)(Memory + EntryPtr->Offset) (void*)(Memory + EntryPtr->Offset) EntryIndex = EntryIndex + 1 Num={Entries.ArrayNum} EntryPtr = (UE::Cameras::FCameraVariableTable::FEntry*)&Entries[EntryIndex] EntryPtr->Flags EntryIndex = EntryIndex + 1 Entries Capacity Used