#pragma once

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

// Package: BP_FirstPersonCharacter_cLeon_Character_Survivor

#include "Basic.hpp"

#include "BP_FirstPersonCharacter_cLeon_Character_Survivor_classes.hpp"
#include "BP_FirstPersonCharacter_cLeon_Character_Survivor_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_FirstPersonCharacter_cLeon_Character_Survivor.BP_FirstPersonCharacter_cLeon_Character_Survivor_C.ExecuteUbergraph_BP_FirstPersonCharacter_cLeon_Character_Survivor
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_cLeon_Character_Survivor_C::ExecuteUbergraph_BP_FirstPersonCharacter_cLeon_Character_Survivor(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_cLeon_Character_Survivor_C", "ExecuteUbergraph_BP_FirstPersonCharacter_cLeon_Character_Survivor");

	Params::BP_FirstPersonCharacter_cLeon_Character_Survivor_C_ExecuteUbergraph_BP_FirstPersonCharacter_cLeon_Character_Survivor Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function BP_FirstPersonCharacter_cLeon_Character_Survivor.BP_FirstPersonCharacter_cLeon_Character_Survivor_C.SetStencilValue(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   StencilValue                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_cLeon_Character_Survivor_C::SetStencilValue_Server_(int32 StencilValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_cLeon_Character_Survivor_C", "SetStencilValue(Server)");

	Params::BP_FirstPersonCharacter_cLeon_Character_Survivor_C_SetStencilValue_Server_ Parms{};

	Parms.StencilValue = StencilValue;

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


// Function BP_FirstPersonCharacter_cLeon_Character_Survivor.BP_FirstPersonCharacter_cLeon_Character_Survivor_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_cLeon_Character_Survivor.BP_FirstPersonCharacter_cLeon_Character_Survivor_C.OverlapCheck
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_cLeon_Character_Survivor_C::OverlapCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_cLeon_Character_Survivor_C", "OverlapCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_cLeon_Character_Survivor.BP_FirstPersonCharacter_cLeon_Character_Survivor_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float                                   DeltaSeconds                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_cLeon_Character_Survivor_C::ReceiveTick(float DeltaSeconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_cLeon_Character_Survivor_C", "ReceiveTick");

	Params::BP_FirstPersonCharacter_cLeon_Character_Survivor_C_ReceiveTick Parms{};

	Parms.DeltaSeconds = DeltaSeconds;

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


// Function BP_FirstPersonCharacter_cLeon_Character_Survivor.BP_FirstPersonCharacter_cLeon_Character_Survivor_C.PlayerControllerSetup
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_cLeon_Character_Survivor_C::PlayerControllerSetup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_cLeon_Character_Survivor_C", "PlayerControllerSetup");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_cLeon_Character_Survivor.BP_FirstPersonCharacter_cLeon_Character_Survivor_C.IsOverlap
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32*                                  OverlapCountRezult                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_cLeon_Character_Survivor_C::IsOverlap(int32* OverlapCountRezult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_cLeon_Character_Survivor_C", "IsOverlap");

	Params::BP_FirstPersonCharacter_cLeon_Character_Survivor_C_IsOverlap Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


SDK_NAMESPACE_END
