#pragma once

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

// Package: BP_FirstPersonPlayerState_LINK

#include "Basic.hpp"

#include "BP_FirstPersonPlayerState_LINK_classes.hpp"
#include "BP_FirstPersonPlayerState_LINK_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.ViewChange
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C*  SourcePlayer                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::ViewChange(class ABP_FirstPersonCharacter_Main_C* SourcePlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "ViewChange");

	Params::BP_FirstPersonPlayerState_LINK_C_ViewChange Parms{};

	Parms.SourcePlayer = SourcePlayer;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.UseCoin
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   CoinValue                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool*                                   Rezult                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::UseCoin(int32 CoinValue, bool* Rezult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "UseCoin");

	Params::BP_FirstPersonPlayerState_LINK_C_UseCoin Parms{};

	Parms.CoinValue = CoinValue;

	UObject::ProcessEvent(Func, &Parms);

	if (Rezult != nullptr)
		*Rezult = Parms.Rezult;
}


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.StateValueSync(Server)
// (Net, NetReliable, NetServer, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const EN_LINK_PlayerStateValueType&     Key                                                    (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const double&                           Value                                                  (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::StateValueSync_Server_(const EN_LINK_PlayerStateValueType& Key, const double& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "StateValueSync(Server)");

	Params::BP_FirstPersonPlayerState_LINK_C_StateValueSync_Server_ Parms{};

	Parms.Key = Key;
	Parms.Value = Value;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.StateValueSync(Client)
// (Net, NetReliable, NetMulticast, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const EN_LINK_PlayerStateValueType&     Key                                                    (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const double&                           Value                                                  (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::StateValueSync_Client_(const EN_LINK_PlayerStateValueType& Key, const double& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "StateValueSync(Client)");

	Params::BP_FirstPersonPlayerState_LINK_C_StateValueSync_Client_ Parms{};

	Parms.Key = Key;
	Parms.Value = Value;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.SetupSpectateNameplate
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C*  Character                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::SetupSpectateNameplate(class ABP_FirstPersonCharacter_Main_C* Character)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "SetupSpectateNameplate");

	Params::BP_FirstPersonPlayerState_LINK_C_SetupSpectateNameplate Parms{};

	Parms.Character = Character;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.SetStateValue
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EN_LINK_PlayerStateValueType            Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::SetStateValue(EN_LINK_PlayerStateValueType Key, double Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "SetStateValue");

	Params::BP_FirstPersonPlayerState_LINK_C_SetStateValue Parms{};

	Parms.Key = Key;
	Parms.Value = Value;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.SetName
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    CustomPlayerName                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::SetName(const class FString& CustomPlayerName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "SetName");

	Params::BP_FirstPersonPlayerState_LINK_C_SetName Parms{};

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

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.SetCoin
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   SetValue                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::SetCoin(int32 SetValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "SetCoin");

	Params::BP_FirstPersonPlayerState_LINK_C_SetCoin Parms{};

	Parms.SetValue = SetValue;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.SetBackPackMenuState
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::SetBackPackMenuState(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "SetBackPackMenuState");

	Params::BP_FirstPersonPlayerState_LINK_C_SetBackPackMenuState Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.SendToText
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    Text                                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// int32                                   MessageType                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::SendToText(const class FString& Text, int32 MessageType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "SendToText");

	Params::BP_FirstPersonPlayerState_LINK_C_SendToText Parms{};

	Parms.Text = std::move(Text);
	Parms.MessageType = MessageType;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.RespawnItem(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   ItemIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                CameraTransform                                        (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    CanSpawn                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::RespawnItem_Server_(int32 ItemIndex, const struct FTransform& CameraTransform, bool CanSpawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "RespawnItem(Server)");

	Params::BP_FirstPersonPlayerState_LINK_C_RespawnItem_Server_ Parms{};

	Parms.ItemIndex = ItemIndex;
	Parms.CameraTransform = std::move(CameraTransform);
	Parms.CanSpawn = CanSpawn;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.ReceiveDestroyed
// (Event, Public, BlueprintEvent)

void ABP_FirstPersonPlayerState_LINK_C::ReceiveDestroyed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "ReceiveDestroyed");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.ReceiveCopyProperties
// (Event, Protected, BlueprintEvent)
// Parameters:
// class APlayerState*                     NewPlayerState_ReceiveCopyProperties                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::ReceiveCopyProperties(class APlayerState* NewPlayerState_ReceiveCopyProperties)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "ReceiveCopyProperties");

	Params::BP_FirstPersonPlayerState_LINK_C_ReceiveCopyProperties Parms{};

	Parms.NewPlayerState_ReceiveCopyProperties = NewPlayerState_ReceiveCopyProperties;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.OnRep_HaveCoin
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonPlayerState_LINK_C::OnRep_HaveCoin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "OnRep_HaveCoin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.NameUpdate
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonPlayerState_LINK_C::NameUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "NameUpdate");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.Initialization
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C*  Character_Initialization                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::Initialization(class ABP_FirstPersonCharacter_Main_C* Character_Initialization)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "Initialization");

	Params::BP_FirstPersonPlayerState_LINK_C_Initialization Parms{};

	Parms.Character_Initialization = Character_Initialization;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.GetStateValue
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EN_LINK_PlayerStateValueType&           Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double*                                 Value                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double*                                 ReplicateValue                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::GetStateValue(EN_LINK_PlayerStateValueType& Key, double* Value, double* ReplicateValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "GetStateValue");

	Params::BP_FirstPersonPlayerState_LINK_C_GetStateValue Parms{};

	Parms.Key = Key;

	UObject::ProcessEvent(Func, &Parms);

	Key = Parms.Key;

	if (Value != nullptr)
		*Value = Parms.Value;

	if (ReplicateValue != nullptr)
		*ReplicateValue = Parms.ReplicateValue;
}


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.GetCustomPlayerName
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FString*                          playerName                                             (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::GetCustomPlayerName(class FString* playerName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "GetCustomPlayerName");

	Params::BP_FirstPersonPlayerState_LINK_C_GetCustomPlayerName Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.GetCurrentWeight
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double*                                 WeightPower                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::GetCurrentWeight(double* WeightPower)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "GetCurrentWeight");

	Params::BP_FirstPersonPlayerState_LINK_C_GetCurrentWeight Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (WeightPower != nullptr)
		*WeightPower = Parms.WeightPower;
}


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.ExecuteUbergraph_BP_FirstPersonPlayerState_LINK
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::ExecuteUbergraph_BP_FirstPersonPlayerState_LINK(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "ExecuteUbergraph_BP_FirstPersonPlayerState_LINK");

	Params::BP_FirstPersonPlayerState_LINK_C_ExecuteUbergraph_BP_FirstPersonPlayerState_LINK Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_1_ChangeWeight__DelegateSignature
// (BlueprintEvent)
// Parameters:
// double                                  Weight                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_1_ChangeWeight__DelegateSignature(double Weight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_1_ChangeWeight__DelegateSignature");

	Params::BP_FirstPersonPlayerState_LINK_C_BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_1_ChangeWeight__DelegateSignature Parms{};

	Parms.Weight = Weight;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_0_ItemSelect__DelegateSignature
// (BlueprintEvent)
// Parameters:
// int32                                   Index_0                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    CanSpawn                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_0_ItemSelect__DelegateSignature(int32 Index_0, bool CanSpawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_0_ItemSelect__DelegateSignature");

	Params::BP_FirstPersonPlayerState_LINK_C_BndEvt__BP_FirstPersonPlayerState_LINK_BPC_LuggageBackpack_LINK_K2Node_ComponentBoundEvent_0_ItemSelect__DelegateSignature Parms{};

	Parms.Index_0 = Index_0;
	Parms.CanSpawn = CanSpawn;

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.AddStateValue
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EN_LINK_PlayerStateValueType            ValueName                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector2D&                 ClampValue                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::AddStateValue(EN_LINK_PlayerStateValueType ValueName, double Value, const struct FVector2D& ClampValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "AddStateValue");

	Params::BP_FirstPersonPlayerState_LINK_C_AddStateValue Parms{};

	Parms.ValueName = ValueName;
	Parms.Value = Value;
	Parms.ClampValue = std::move(ClampValue);

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


// Function BP_FirstPersonPlayerState_LINK.BP_FirstPersonPlayerState_LINK_C.AddCoin
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   AddValue                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerState_LINK_C::AddCoin(int32 AddValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerState_LINK_C", "AddCoin");

	Params::BP_FirstPersonPlayerState_LINK_C_AddCoin Parms{};

	Parms.AddValue = AddValue;

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


SDK_NAMESPACE_END
