#pragma once

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

// Package: BPF_Libraly

#include "Basic.hpp"

#include "Engine_structs.hpp"
#include "Engine_classes.hpp"
#include "ENUM_SaveDataUpdateType_structs.hpp"
#include "HitMaterial_structs.hpp"


SDK_NAMESPACE_START

// BlueprintGeneratedClass BPF_Libraly.BPF_Libraly_C
// 0x0000 (0x0028 - 0x0028)
class UBPF_Libraly_C final : public UBlueprintFunctionLibrary
{
public:
	static void FullToHarfNumberString(const class FString& String, class UObject* __WorldContext, class FString* Rezult);
	static void GetCollisionSound(EHitMaterial MaterialType, class UObject* __WorldContext, class USoundBase** Sound);
	static void PlaySoundAndReportNoise(class USoundBase* Sound, const struct FVector& Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundAttenuation* AttenuationSettings, class USoundConcurrency* ConcurrencySettings, const class AActor* OwningActor, float MaxRange, class FName Tag, class AActor* Instigator, bool DebugDraw, class UObject* __WorldContext);
	static void GetChildComponentByClass(class USceneComponent* Target, class UClass* Class_0, class UObject* __WorldContext, class USceneComponent** Compoent);
	static void LerpIdleWalkMover(double DeltaTime, double LerpSpeed, class AActor* SourceObject, double& NormalizeSpeed, struct FVector& BeforeVector, struct FVector& VectorSpeed, double MultiplySpeed, double MaxSpeed, class UObject* __WorldContext);
	static void StopAnimMontage(class USkeletalMeshComponent* SkeletalMesh, const class UAnimMontage* Montage, class UObject* __WorldContext);
	static void CentorCursor(class UObject* __WorldContext);
	static void MinusEqual(double& Variable, double PlusValue, class UObject* __WorldContext);
	static void CountDownText(double TimerValue, bool Show_decimal_point, class UObject* __WorldContext, class FText* ReturnText);
	static int32 WrapSnap_Integer_(int32 Value, int32 min_0, int32 max_0, class UObject* __WorldContext);
	static void InitializeTransform(class UObject* __WorldContext, struct FTransform* Transform);
	static void Attraction(double kp, double kd, const struct FVector& TargetPosition, const struct FVector& CurrentPosition, class UPrimitiveComponent* Pritmitive, class UObject* __WorldContext, struct FVector* Force);
	static bool RayTraceFront(class USceneComponent* Component, double StartAddPosition, double Length, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, class UObject* __WorldContext, struct FHitResult* OutHit);
	static TArray<class FString> SplitTextPure(const class FText& SourceText, const class FString& SplitSource, class UObject* __WorldContext);
	static void LerpIdleWalk(double DeltaTime, double LerpSpeed, class AActor* SourceObject, class UCharacterMovementComponent* CharacterMovementComp, double& NormalizeSpeed, struct FVector& BeforeVector, struct FVector& VectorSpeed, double MultiplySpeed, class UObject* __WorldContext);
	static void LocalSaveFloat(const double& InValue, class UObject* __WorldContext, double* Value);
	static void LocalSaveBool(const bool& InValue, class UObject* __WorldContext, bool* Value);
	static void GetYawOnlyRotation(const struct FRotator& Rotation, class UObject* __WorldContext, struct FRotator* NewParam);
	static void RemoveAndClear(class UWidget*& Widget, class UObject* __WorldContext);
	static void CustomGetGameInstance(class UObject* __WorldContext, class UBPGI_Main_C** GameInstance);
	static void SetAnimationPosiiton(class UUserWidget* UserWidget, class UWidgetAnimation* WidgetAnimation, double position, class UObject* __WorldContext);
	static void ParryStanEffect(class AActor* Player, class AActor* Target, double Distance, bool Mini, class UObject* __WorldContext);
	static void GetLookatForwardVector(class AActor* Start, class AActor* Target, class UObject* __WorldContext, struct FVector* Rotation);
	static void GetLookatRotation(class AActor* Start, class AActor* Target, class UObject* __WorldContext, struct FRotator* Rotation);
	static void DebugDrawLine(const struct FVector& SelfPositon, const struct FVector& Direction, double Length, double DrawTime, class UObject* __WorldContext);
	static void CustomAddWidget(class UClass* WidgetClass, class UUserWidget*& Variable, int32 ZOrder, bool Ignore, class UObject* __WorldContext, class UWidget** CreatedeWidget);
	static void DivideSet(double& Variable, double DivideValue1, double DivideValue2, class UObject* __WorldContext);
	static void CustomTruncate(double& Variable, int32 NumberOfDigits, class UObject* __WorldContext);
	static void PlusEqualWithClamp(double& Variable, double PlusValue, double min_0, double max_0, class UObject* __WorldContext);
	static void PlusEqual(double& Variable, double PlusValue, class UObject* __WorldContext);
	static void AddForceComponentCheck(class AActor* TargetActor, class UObject* __WorldContext, class UPrimitiveComponent** PrimitiveComp, bool* State);
	static void MakeUniqueActorsArray(TArray<class AActor*>& Actors, class UObject* __WorldContext, TArray<class AActor*>* UniqueActors);
	static void SetLogicState(class AActor* TargetActor, bool LogicState, bool StopMovement, class UObject* __WorldContext);
	static void GetMarkup(const class FString& Front, const class FString& Back, const class FString& Source, class UObject* __WorldContext);
	static TArray<class FString> SplitText(const class FText& SourceText, const class FString& SplitSource, class UObject* __WorldContext);
	static void LocalizeInputKey(const class FString& Text, const class FString& DeviceName, class UObject* __WorldContext, class FString* ReturnText);
	static void RitchTextMarkupArray(TArray<class FString>& StringArray, class UObject* __WorldContext, TArray<class FString>* ReturnStrings);
	static void ReplaceSaveText(const class FString& InputText, class UObject* __WorldContext, class FString* OutPutText);
	static void TextSizeAdjust(class UTextBlock* Text_Block, double MaxWidth, class UObject* __WorldContext);
	static void SaveDataUpdate(class UBP_SaveGame_C* SaveGame, ENUM_SaveDataUpdateType UpdateType, class UObject* __WorldContext);
	static void UI_MouseState(bool MouseState, class UObject* __WorldContext);
	static void CheckMatchKeys(TArray<class FString>& NeedKeys, TArray<class FString>& CheckKeys, class UObject* __WorldContext, bool* Return);
	static void NewCameraViewCheck(const struct FRotator& A, double Field_of_View, double Aspect_Ratio, const struct FVector& B_Vector, class UObject* __WorldContext, bool* Return_Value);
	static void CameraViewCheck(const struct FVector& A, const struct FVector& B, double Field_of_View, double Aspect_Ratio, class UObject* __WorldContext, bool* Return_Value);

public:
	static class UClass* StaticClass()
	{
		BP_STATIC_CLASS_IMPL("BPF_Libraly_C")
	}
	static const class FName& StaticName()
	{
		STATIC_NAME_IMPL(L"BPF_Libraly_C")
	}
	static class UBPF_Libraly_C* GetDefaultObj()
	{
		return GetDefaultObjImpl<UBPF_Libraly_C>();
	}
};
DUMPER7_ASSERTS_UBPF_Libraly_C;

SDK_NAMESPACE_END
