#pragma once

/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/

// Package: BP_FirstPersonGameMode_V2

#include "Basic.hpp"

#include "BP_FirstPersonGameMode_V2_classes.hpp"
#include "BP_FirstPersonGameMode_V2_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.UpdateSpawnedControllers
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonGameMode_V2_C::UpdateSpawnedControllers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "UpdateSpawnedControllers");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.UpdateSessionPlayerNum
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonGameMode_V2_C::UpdateSessionPlayerNum()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "UpdateSessionPlayerNum");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.UpdateJoinState
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    JoinState                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::UpdateJoinState(bool JoinState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "UpdateJoinState");

	Params::BP_FirstPersonGameMode_V2_C_UpdateJoinState Parms{};

	Parms.JoinState = JoinState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.UpdateGamePhaseSession
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    GamePhaseName                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::UpdateGamePhaseSession(const class FString& GamePhaseName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "UpdateGamePhaseSession");

	Params::BP_FirstPersonGameMode_V2_C_UpdateGamePhaseSession Parms{};

	Parms.GamePhaseName = std::move(GamePhaseName);

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.Spawn
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AController*                      Controller                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::Spawn(class AController* Controller)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "Spawn");

	Params::BP_FirstPersonGameMode_V2_C_Spawn Parms{};

	Parms.Controller = Controller;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.SetupVoiceChatPlayer
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           Owner_0                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::SetupVoiceChatPlayer(class AActor* Owner_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "SetupVoiceChatPlayer");

	Params::BP_FirstPersonGameMode_V2_C_SetupVoiceChatPlayer Parms{};

	Parms.Owner_0 = Owner_0;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

void ABP_FirstPersonGameMode_V2_C::ReceiveBeginPlay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "ReceiveBeginPlay");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.OnUpdateSessionComplete_DE97626F47E9317836E9DF84671CB5B8
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             SessionName                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    bWasSuccessful                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::OnUpdateSessionComplete_DE97626F47E9317836E9DF84671CB5B8(class FName SessionName, bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "OnUpdateSessionComplete_DE97626F47E9317836E9DF84671CB5B8");

	Params::BP_FirstPersonGameMode_V2_C_OnUpdateSessionComplete_DE97626F47E9317836E9DF84671CB5B8 Parms{};

	Parms.SessionName = SessionName;
	Parms.bWasSuccessful = bWasSuccessful;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.OnUpdateSessionComplete_4C3FEC454ACE9E1456DA7DAD80AB4E11
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             SessionName                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    bWasSuccessful                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::OnUpdateSessionComplete_4C3FEC454ACE9E1456DA7DAD80AB4E11(class FName SessionName, bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "OnUpdateSessionComplete_4C3FEC454ACE9E1456DA7DAD80AB4E11");

	Params::BP_FirstPersonGameMode_V2_C_OnUpdateSessionComplete_4C3FEC454ACE9E1456DA7DAD80AB4E11 Parms{};

	Parms.SessionName = SessionName;
	Parms.bWasSuccessful = bWasSuccessful;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.OnUpdateSessionComplete_0B8BFF2042E91A2A39DAD2BE5940BD84
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             SessionName                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    bWasSuccessful                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::OnUpdateSessionComplete_0B8BFF2042E91A2A39DAD2BE5940BD84(class FName SessionName, bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "OnUpdateSessionComplete_0B8BFF2042E91A2A39DAD2BE5940BD84");

	Params::BP_FirstPersonGameMode_V2_C_OnUpdateSessionComplete_0B8BFF2042E91A2A39DAD2BE5940BD84 Parms{};

	Parms.SessionName = SessionName;
	Parms.bWasSuccessful = bWasSuccessful;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.OnCallFailed_DE97626F47E9317836E9DF84671CB5B8
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             SessionName                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    bWasSuccessful                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::OnCallFailed_DE97626F47E9317836E9DF84671CB5B8(class FName SessionName, bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "OnCallFailed_DE97626F47E9317836E9DF84671CB5B8");

	Params::BP_FirstPersonGameMode_V2_C_OnCallFailed_DE97626F47E9317836E9DF84671CB5B8 Parms{};

	Parms.SessionName = SessionName;
	Parms.bWasSuccessful = bWasSuccessful;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.OnCallFailed_4C3FEC454ACE9E1456DA7DAD80AB4E11
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             SessionName                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    bWasSuccessful                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::OnCallFailed_4C3FEC454ACE9E1456DA7DAD80AB4E11(class FName SessionName, bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "OnCallFailed_4C3FEC454ACE9E1456DA7DAD80AB4E11");

	Params::BP_FirstPersonGameMode_V2_C_OnCallFailed_4C3FEC454ACE9E1456DA7DAD80AB4E11 Parms{};

	Parms.SessionName = SessionName;
	Parms.bWasSuccessful = bWasSuccessful;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.OnCallFailed_0B8BFF2042E91A2A39DAD2BE5940BD84
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             SessionName                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    bWasSuccessful                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::OnCallFailed_0B8BFF2042E91A2A39DAD2BE5940BD84(class FName SessionName, bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "OnCallFailed_0B8BFF2042E91A2A39DAD2BE5940BD84");

	Params::BP_FirstPersonGameMode_V2_C_OnCallFailed_0B8BFF2042E91A2A39DAD2BE5940BD84 Parms{};

	Parms.SessionName = SessionName;
	Parms.bWasSuccessful = bWasSuccessful;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.NumUpdateDelay
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonGameMode_V2_C::NumUpdateDelay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "NumUpdateDelay");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.MakeUpdateGamePhaseSettings
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    GamePhaseName                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// struct FOnlineSessionSettingsBP*        StructOut                                              (Parm, OutParm)

void ABP_FirstPersonGameMode_V2_C::MakeUpdateGamePhaseSettings(const class FString& GamePhaseName, struct FOnlineSessionSettingsBP* StructOut)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "MakeUpdateGamePhaseSettings");

	Params::BP_FirstPersonGameMode_V2_C_MakeUpdateGamePhaseSettings Parms{};

	Parms.GamePhaseName = std::move(GamePhaseName);

	UObject::ProcessEvent(Func, &Parms);

	if (StructOut != nullptr)
		*StructOut = std::move(Parms.StructOut);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.MakeUpdateCanJoinSettings
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    JoinState                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FOnlineSessionSettingsBP*        StructOut                                              (Parm, OutParm)

void ABP_FirstPersonGameMode_V2_C::MakeUpdateCanJoinSettings(bool JoinState, struct FOnlineSessionSettingsBP* StructOut)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "MakeUpdateCanJoinSettings");

	Params::BP_FirstPersonGameMode_V2_C_MakeUpdateCanJoinSettings Parms{};

	Parms.JoinState = JoinState;

	UObject::ProcessEvent(Func, &Parms);

	if (StructOut != nullptr)
		*StructOut = std::move(Parms.StructOut);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.MakeUpdaeNumPlayerSettings
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   NewConnectionNum                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FOnlineSessionSettingsBP*        StructOut                                              (Parm, OutParm)

void ABP_FirstPersonGameMode_V2_C::MakeUpdaeNumPlayerSettings(int32 NewConnectionNum, struct FOnlineSessionSettingsBP* StructOut)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "MakeUpdaeNumPlayerSettings");

	Params::BP_FirstPersonGameMode_V2_C_MakeUpdaeNumPlayerSettings Parms{};

	Parms.NewConnectionNum = NewConnectionNum;

	UObject::ProcessEvent(Func, &Parms);

	if (StructOut != nullptr)
		*StructOut = std::move(Parms.StructOut);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.K2_PostLogin
// (Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*                NewPlayer_K2_PostLogin                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::K2_PostLogin(class APlayerController* NewPlayer_K2_PostLogin)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "K2_PostLogin");

	Params::BP_FirstPersonGameMode_V2_C_K2_PostLogin Parms{};

	Parms.NewPlayer_K2_PostLogin = NewPlayer_K2_PostLogin;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.K2_OnLogout
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*                      ExitingController_K2_OnLogout                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::K2_OnLogout(class AController* ExitingController_K2_OnLogout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "K2_OnLogout");

	Params::BP_FirstPersonGameMode_V2_C_K2_OnLogout Parms{};

	Parms.ExitingController_K2_OnLogout = ExitingController_K2_OnLogout;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.JoinFillterCheck
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonGameMode_V2_C::JoinFillterCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "JoinFillterCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.ExecuteUbergraph_BP_FirstPersonGameMode_V2
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::ExecuteUbergraph_BP_FirstPersonGameMode_V2(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "ExecuteUbergraph_BP_FirstPersonGameMode_V2");

	Params::BP_FirstPersonGameMode_V2_C_ExecuteUbergraph_BP_FirstPersonGameMode_V2 Parms{};

	Parms.EntryPoint = EntryPoint;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.DelayUpdate
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonGameMode_V2_C::DelayUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "DelayUpdate");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonGameMode_V2.BP_FirstPersonGameMode_V2_C.CheckBindItem
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C*  Character                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor*                           Actor                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_V2_C::CheckBindItem(class ABP_FirstPersonCharacter_Main_C* Character, class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_V2_C", "CheckBindItem");

	Params::BP_FirstPersonGameMode_V2_C_CheckBindItem Parms{};

	Parms.Character = Character;
	Parms.Actor = Actor;

	UObject::ProcessEvent(Func, &Parms);
}


SDK_NAMESPACE_END
