#pragma once

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

// Package: BP_FirstPersonGameMode

#include "Basic.hpp"

#include "BP_FirstPersonGameMode_classes.hpp"
#include "BP_FirstPersonGameMode_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_FirstPersonGameMode.BP_FirstPersonGameMode_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonGameMode.BP_FirstPersonGameMode_C.InteractSignal
// (Net, NetServer, 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_C::InteractSignal(class ABP_FirstPersonCharacter_Main_C* Character, class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_C", "InteractSignal");

	Params::BP_FirstPersonGameMode_C_InteractSignal Parms{};

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

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


// Function BP_FirstPersonGameMode.BP_FirstPersonGameMode_C.InpActEvt_Tab_K2Node_InputDebugKeyEvent_0
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonGameMode_C::InpActEvt_Tab_K2Node_InputDebugKeyEvent_0(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_C", "InpActEvt_Tab_K2Node_InputDebugKeyEvent_0");

	Params::BP_FirstPersonGameMode_C_InpActEvt_Tab_K2Node_InputDebugKeyEvent_0 Parms{};

	Parms.Key = std::move(Key);
	Parms.ActionValue = std::move(ActionValue);

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


// Function BP_FirstPersonGameMode.BP_FirstPersonGameMode_C.InpActEvt_IA_Pause_K2Node_EnhancedInputActionEvent_0
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_C::InpActEvt_IA_Pause_K2Node_EnhancedInputActionEvent_0(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_C", "InpActEvt_IA_Pause_K2Node_EnhancedInputActionEvent_0");

	Params::BP_FirstPersonGameMode_C_InpActEvt_IA_Pause_K2Node_EnhancedInputActionEvent_0 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonGameMode.BP_FirstPersonGameMode_C.ExecuteUbergraph_BP_FirstPersonGameMode
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonGameMode_C::ExecuteUbergraph_BP_FirstPersonGameMode(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonGameMode_C", "ExecuteUbergraph_BP_FirstPersonGameMode");

	Params::BP_FirstPersonGameMode_C_ExecuteUbergraph_BP_FirstPersonGameMode Parms{};

	Parms.EntryPoint = EntryPoint;

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


SDK_NAMESPACE_END
