#pragma once

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

// Package: GameplayTasks

#include "Basic.hpp"

#include "GameplayTasks_classes.hpp"
#include "GameplayTasks_parameters.hpp"


SDK_NAMESPACE_START

// Function GameplayTasks.GameplayTask.EndTask
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UGameplayTask::EndTask()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayTask", "EndTask");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function GameplayTasks.GameplayTask.ReadyForActivation
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UGameplayTask::ReadyForActivation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayTask", "ReadyForActivation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask*                    Task                                                   (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Priority                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<TSubclassOf<class UGameplayTaskResource>>&AdditionalRequiredResources                            (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// const TArray<TSubclassOf<class UGameplayTaskResource>>&AdditionalClaimedResources                             (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// EGameplayTaskRunResult                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, class UGameplayTask* Task, uint8 Priority, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalRequiredResources, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalClaimedResources)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("GameplayTasksComponent", "K2_RunGameplayTask");

	Params::GameplayTasksComponent_K2_RunGameplayTask Parms{};

	Parms.TaskOwner = TaskOwner;
	Parms.Task = Task;
	Parms.Priority = Priority;
	Parms.AdditionalRequiredResources = std::move(AdditionalRequiredResources);
	Parms.AdditionalClaimedResources = std::move(AdditionalClaimedResources);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
// (Final, RequiredAPI, Native, Public, HasOutParams)
// Parameters:
// const TArray<class UGameplayTask*>&     PreviousSimulatedTasks                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UGameplayTasksComponent::OnRep_SimulatedTasks(const TArray<class UGameplayTask*>& PreviousSimulatedTasks)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayTasksComponent", "OnRep_SimulatedTasks");

	Params::GameplayTasksComponent_OnRep_SimulatedTasks Parms{};

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

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayTaskResource>ResourceClass                                          (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const uint8                             Priority                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName                       TaskInstanceName                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_ClaimResource*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, TSubclassOf<class UGameplayTaskResource> ResourceClass, const uint8 Priority, const class FName TaskInstanceName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("GameplayTask_ClaimResource", "ClaimResource");

	Params::GameplayTask_ClaimResource_ClaimResource Parms{};

	Parms.InTaskOwner = InTaskOwner;
	Parms.ResourceClass = ResourceClass;
	Parms.Priority = Priority;
	Parms.TaskInstanceName = TaskInstanceName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<TSubclassOf<class UGameplayTaskResource>>&ResourceClasses                                        (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
// const uint8                             Priority                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName                       TaskInstanceName                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_ClaimResource*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, const TArray<TSubclassOf<class UGameplayTaskResource>>& ResourceClasses, const uint8 Priority, const class FName TaskInstanceName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("GameplayTask_ClaimResource", "ClaimResources");

	Params::GameplayTask_ClaimResource_ClaimResources Parms{};

	Parms.InTaskOwner = InTaskOwner;
	Parms.ResourceClasses = std::move(ResourceClasses);
	Parms.Priority = Priority;
	Parms.TaskInstanceName = TaskInstanceName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector&                   SpawnLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator&                  SpawnRotation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               Class_0                                                (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSpawnOnlyOnAuthority                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_SpawnActor*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, TSubclassOf<class AActor> Class_0, bool bSpawnOnlyOnAuthority)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("GameplayTask_SpawnActor", "SpawnActor");

	Params::GameplayTask_SpawnActor_SpawnActor Parms{};

	Parms.TaskOwner = TaskOwner;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);
	Parms.Class_0 = Class_0;
	Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor**                          SpawnedActor                                           (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayTask_SpawnActor", "BeginSpawningActor");

	Params::GameplayTask_SpawnActor_BeginSpawningActor Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           SpawnedActor                                           (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayTask_SpawnActor", "FinishSpawningActor");

	Params::GameplayTask_SpawnActor_FinishSpawningActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.SpawnedActor = SpawnedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const uint8                             Priority                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_WaitDelay*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, float Time, const uint8 Priority)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay");

	Params::GameplayTask_WaitDelay_TaskWaitDelay Parms{};

	Parms.TaskOwner = TaskOwner;
	Parms.Time = Time;
	Parms.Priority = Priority;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


SDK_NAMESPACE_END
