#pragma once

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

// Package: GameplayCameras

#include "Basic.hpp"

#include "GameplayCameras_classes.hpp"
#include "GameplayCameras_parameters.hpp"


SDK_NAMESPACE_START

// Function GameplayCameras.BlueprintCameraEvaluationDataFunctionLibrary.BlendCameraEvaluationData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&FromCameraData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FBlueprintCameraEvaluationDataRef&ToCameraData                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   Factor                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraEvaluationDataFunctionLibrary::BlendCameraEvaluationData(const struct FBlueprintCameraEvaluationDataRef& FromCameraData, const struct FBlueprintCameraEvaluationDataRef& ToCameraData, float Factor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraEvaluationDataFunctionLibrary", "BlendCameraEvaluationData");

	Params::BlueprintCameraEvaluationDataFunctionLibrary_BlendCameraEvaluationData Parms{};

	Parms.FromCameraData = std::move(FromCameraData);
	Parms.ToCameraData = std::move(ToCameraData);
	Parms.Factor = Factor;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraEvaluationDataFunctionLibrary.GetCameraPose
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraEvaluationDataFunctionLibrary::GetCameraPose(const struct FBlueprintCameraEvaluationDataRef& CameraData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraEvaluationDataFunctionLibrary", "GetCameraPose");

	Params::BlueprintCameraEvaluationDataFunctionLibrary_GetCameraPose Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraEvaluationDataFunctionLibrary.MakeCameraEvaluationData
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FBlueprintCameraEvaluationDataRefReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FBlueprintCameraEvaluationDataRef UBlueprintCameraEvaluationDataFunctionLibrary::MakeCameraEvaluationData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraEvaluationDataFunctionLibrary", "MakeCameraEvaluationData");

	Params::BlueprintCameraEvaluationDataFunctionLibrary_MakeCameraEvaluationData Parms{};

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraEvaluationDataFunctionLibrary.SetCameraPose
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UBlueprintCameraEvaluationDataFunctionLibrary::SetCameraPose(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraEvaluationDataFunctionLibrary", "SetCameraPose");

	Params::BlueprintCameraEvaluationDataFunctionLibrary_SetCameraPose Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.CameraPose = std::move(CameraPose);

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraEvaluationDataFunctionLibrary.SetDefaultCameraRigParameters
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UCameraRigAsset*            CameraRig                                              (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraEvaluationDataFunctionLibrary::SetDefaultCameraRigParameters(const struct FBlueprintCameraEvaluationDataRef& CameraData, const class UCameraRigAsset* CameraRig)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraEvaluationDataFunctionLibrary", "SetDefaultCameraRigParameters");

	Params::BlueprintCameraEvaluationDataFunctionLibrary_SetDefaultCameraRigParameters Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.CameraRig = CameraRig;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetBooleanCameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UBooleanCameraVariable*           Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraVariableTableFunctionLibrary::GetBooleanCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UBooleanCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetBooleanCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetBooleanCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetDoubleCameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UDoubleCameraVariable*            Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// double                                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

double UBlueprintCameraVariableTableFunctionLibrary::GetDoubleCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UDoubleCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetDoubleCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetDoubleCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetFloatCameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFloatCameraVariable*             Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UBlueprintCameraVariableTableFunctionLibrary::GetFloatCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UFloatCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetFloatCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetFloatCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetInteger32CameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UInteger32CameraVariable*         Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UBlueprintCameraVariableTableFunctionLibrary::GetInteger32CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UInteger32CameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetInteger32CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetInteger32CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetRotatorCameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class URotator3dCameraVariable*         Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UBlueprintCameraVariableTableFunctionLibrary::GetRotatorCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class URotator3dCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetRotatorCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetRotatorCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetTransformCameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UTransform3dCameraVariable*       Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTransform UBlueprintCameraVariableTableFunctionLibrary::GetTransformCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UTransform3dCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetTransformCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetTransformCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetVector2CameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UVector2dCameraVariable*          Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector2D                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector2D UBlueprintCameraVariableTableFunctionLibrary::GetVector2CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UVector2dCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetVector2CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetVector2CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetVector3CameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UVector3dCameraVariable*          Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UBlueprintCameraVariableTableFunctionLibrary::GetVector3CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UVector3dCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetVector3CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetVector3CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.GetVector4CameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UVector4dCameraVariable*          Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector4                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector4 UBlueprintCameraVariableTableFunctionLibrary::GetVector4CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UVector4dCameraVariable* Variable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "GetVector4CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_GetVector4CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetBooleanCameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UBooleanCameraVariable*           Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetBooleanCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UBooleanCameraVariable* Variable, bool Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetBooleanCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetBooleanCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = Value;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetDoubleCameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UDoubleCameraVariable*            Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// double                                  Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetDoubleCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UDoubleCameraVariable* Variable, double Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetDoubleCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetDoubleCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = Value;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetFloatCameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFloatCameraVariable*             Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetFloatCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UFloatCameraVariable* Variable, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetFloatCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetFloatCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = Value;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetInteger32CameraVariable
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UInteger32CameraVariable*         Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetInteger32CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UInteger32CameraVariable* Variable, int32 Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetInteger32CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetInteger32CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = Value;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetRotatorCameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class URotator3dCameraVariable*         Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator&                  Value                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetRotatorCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class URotator3dCameraVariable* Variable, const struct FRotator& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetRotatorCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetRotatorCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = std::move(Value);

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetTransformCameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UTransform3dCameraVariable*       Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FTransform&                Value                                                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetTransformCameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UTransform3dCameraVariable* Variable, const struct FTransform& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetTransformCameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetTransformCameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = std::move(Value);

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetVector2CameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UVector2dCameraVariable*          Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D&                 Value                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetVector2CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UVector2dCameraVariable* Variable, const struct FVector2D& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetVector2CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetVector2CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = std::move(Value);

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetVector3CameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UVector3dCameraVariable*          Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector&                   Value                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetVector3CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UVector3dCameraVariable* Variable, const struct FVector& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetVector3CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetVector3CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = std::move(Value);

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraVariableTableFunctionLibrary.SetVector4CameraVariable
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UVector4dCameraVariable*          Variable                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector4&                  Value                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraVariableTableFunctionLibrary::SetVector4CameraVariable(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UVector4dCameraVariable* Variable, const struct FVector4& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraVariableTableFunctionLibrary", "SetVector4CameraVariable");

	Params::BlueprintCameraVariableTableFunctionLibrary_SetVector4CameraVariable Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.Variable = Variable;
	Parms.Value = std::move(Value);

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.GetClassData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UClass* UBlueprintCameraContextDataTableFunctionLibrary::GetClassData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "GetClassData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_GetClassData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.GetEnumData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UEnum*                      EnumType                                               (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

uint8 UBlueprintCameraContextDataTableFunctionLibrary::GetEnumData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, const class UEnum* EnumType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "GetEnumData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_GetEnumData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.EnumType = EnumType;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.GetNameData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UBlueprintCameraContextDataTableFunctionLibrary::GetNameData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "GetNameData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_GetNameData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.GetObjectData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UObject* UBlueprintCameraContextDataTableFunctionLibrary::GetObjectData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "GetObjectData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_GetObjectData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.GetStringData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UBlueprintCameraContextDataTableFunctionLibrary::GetStringData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "GetStringData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_GetStringData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.GetStructData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UScriptStruct*              DataStructType                                         (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FInstancedStruct                 ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FInstancedStruct UBlueprintCameraContextDataTableFunctionLibrary::GetStructData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, const class UScriptStruct* DataStructType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "GetStructData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_GetStructData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.DataStructType = DataStructType;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.SetClassData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass*                           Data                                                   (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraContextDataTableFunctionLibrary::SetClassData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, class UClass* Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "SetClassData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_SetClassData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.Data = Data;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.SetEnumData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UEnum*                      EnumType                                               (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Data                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraContextDataTableFunctionLibrary::SetEnumData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, const class UEnum* EnumType, uint8 Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "SetEnumData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_SetEnumData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.EnumType = EnumType;
	Parms.Data = Data;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.SetNameData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName&                      Data                                                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraContextDataTableFunctionLibrary::SetNameData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, const class FName& Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "SetNameData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_SetNameData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.Data = Data;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.SetObjectData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          Data                                                   (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraContextDataTableFunctionLibrary::SetObjectData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, class UObject* Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "SetObjectData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_SetObjectData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.Data = Data;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.SetStringData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString&                    Data                                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraContextDataTableFunctionLibrary::SetStringData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, const class FString& Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "SetStringData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_SetStringData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.Data = std::move(Data);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraContextDataTableFunctionLibrary.SetStructData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FCameraContextDataID&      DataID                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FInstancedStruct&          Data                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraContextDataTableFunctionLibrary::SetStructData(const struct FBlueprintCameraEvaluationDataRef& CameraData, const struct FCameraContextDataID& DataID, const struct FInstancedStruct& Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraContextDataTableFunctionLibrary", "SetStructData");

	Params::BlueprintCameraContextDataTableFunctionLibrary_SetStructData Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.DataID = std::move(DataID);
	Parms.Data = std::move(Data);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.CameraRigInstanceFunctions.IsValid
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FCameraRigInstanceID&      InstanceId                                             (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UCameraRigInstanceFunctions::IsValid(const struct FCameraRigInstanceID& InstanceId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigInstanceFunctions", "IsValid");

	Params::CameraRigInstanceFunctions_IsValid Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraParameterSetterComponent.OnActorBeginOverlap
// (Final, Native, Private)
// Parameters:
// class AActor*                           OverlappedActor                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraParameterSetterComponent::OnActorBeginOverlap(class AActor* OverlappedActor, class AActor* OtherActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraParameterSetterComponent", "OnActorBeginOverlap");

	Params::GameplayCameraParameterSetterComponent_OnActorBeginOverlap Parms{};

	Parms.OverlappedActor = OverlappedActor;
	Parms.OtherActor = OtherActor;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraParameterSetterComponent.OnActorEndOverlap
// (Final, Native, Private)
// Parameters:
// class AActor*                           OverlappedActor                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraParameterSetterComponent::OnActorEndOverlap(class AActor* OverlappedActor, class AActor* OtherActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraParameterSetterComponent", "OnActorEndOverlap");

	Params::GameplayCameraParameterSetterComponent_OnActorEndOverlap Parms{};

	Parms.OverlappedActor = OverlappedActor;
	Parms.OtherActor = OtherActor;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraParameterSetterComponent.StartParameterSetters
// (Final, Native, Public, BlueprintCallable)

void UGameplayCameraParameterSetterComponent::StartParameterSetters()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraParameterSetterComponent", "StartParameterSetters");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraParameterSetterComponent.StopParameterSetters
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bImmediately                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraParameterSetterComponent::StopParameterSetters(bool bImmediately)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraParameterSetterComponent", "StopParameterSetters");

	Params::GameplayCameraParameterSetterComponent_StopParameterSetters Parms{};

	Parms.bImmediately = bImmediately;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCamerasPlayerCameraManager.ReleasePlayerController
// (Final, Native, Public, BlueprintCallable)

void AGameplayCamerasPlayerCameraManager::ReleasePlayerController()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCamerasPlayerCameraManager", "ReleasePlayerController");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCamerasPlayerCameraManager.StartGlobalCameraModifierRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UCameraRigAsset*            CameraRig                                              (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OrderKey                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCameraRigInstanceID             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FCameraRigInstanceID AGameplayCamerasPlayerCameraManager::StartGlobalCameraModifierRig(const class UCameraRigAsset* CameraRig, int32 OrderKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCamerasPlayerCameraManager", "StartGlobalCameraModifierRig");

	Params::GameplayCamerasPlayerCameraManager_StartGlobalCameraModifierRig Parms{};

	Parms.CameraRig = CameraRig;
	Parms.OrderKey = OrderKey;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCamerasPlayerCameraManager.StartVisualCameraModifierRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UCameraRigAsset*            CameraRig                                              (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OrderKey                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCameraRigInstanceID             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FCameraRigInstanceID AGameplayCamerasPlayerCameraManager::StartVisualCameraModifierRig(const class UCameraRigAsset* CameraRig, int32 OrderKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCamerasPlayerCameraManager", "StartVisualCameraModifierRig");

	Params::GameplayCamerasPlayerCameraManager_StartVisualCameraModifierRig Parms{};

	Parms.CameraRig = CameraRig;
	Parms.OrderKey = OrderKey;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCamerasPlayerCameraManager.StealPlayerController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayCamerasPlayerCameraManager::StealPlayerController(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCamerasPlayerCameraManager", "StealPlayerController");

	Params::GameplayCamerasPlayerCameraManager_StealPlayerController Parms{};

	Parms.PlayerController = PlayerController;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCamerasPlayerCameraManager.StopCameraModifierRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FCameraRigInstanceID&      InstanceId                                             (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bImmediately                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayCamerasPlayerCameraManager::StopCameraModifierRig(const struct FCameraRigInstanceID& InstanceId, bool bImmediately)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCamerasPlayerCameraManager", "StopCameraModifierRig");

	Params::GameplayCamerasPlayerCameraManager_StopCameraModifierRig Parms{};

	Parms.InstanceId = std::move(InstanceId);
	Parms.bImmediately = bImmediately;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.ActivateCameraDirector
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          EvaluationContextOwner                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FBlueprintCameraDirectorActivateParams&Params_0                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::ActivateCameraDirector(class UObject* EvaluationContextOwner, const struct FBlueprintCameraDirectorActivateParams& Params_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "ActivateCameraDirector");

	Params::BlueprintCameraDirectorEvaluator_ActivateCameraDirector Parms{};

	Parms.EvaluationContextOwner = EvaluationContextOwner;
	Parms.Params_0 = std::move(Params_0);

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


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.ActivateCameraRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigAsset*                  CameraRig                                              (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceNewInstance                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::ActivateCameraRig(class UCameraRigAsset* CameraRig, bool bForceNewInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "ActivateCameraRig");

	Params::BlueprintCameraDirectorEvaluator_ActivateCameraRig Parms{};

	Parms.CameraRig = CameraRig;
	Parms.bForceNewInstance = bForceNewInstance;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.ActivateCameraRigViaProxy
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigProxyAsset*             CameraRigProxy                                         (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceNewInstance                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::ActivateCameraRigViaProxy(class UCameraRigProxyAsset* CameraRigProxy, bool bForceNewInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "ActivateCameraRigViaProxy");

	Params::BlueprintCameraDirectorEvaluator_ActivateCameraRigViaProxy Parms{};

	Parms.CameraRigProxy = CameraRigProxy;
	Parms.bForceNewInstance = bForceNewInstance;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.ActivatePersistentBaseCameraRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigAsset*                  CameraRigPrefab                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::ActivatePersistentBaseCameraRig(class UCameraRigAsset* CameraRigPrefab)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "ActivatePersistentBaseCameraRig");

	Params::BlueprintCameraDirectorEvaluator_ActivatePersistentBaseCameraRig Parms{};

	Parms.CameraRigPrefab = CameraRigPrefab;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.ActivatePersistentGlobalCameraRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigAsset*                  CameraRigPrefab                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::ActivatePersistentGlobalCameraRig(class UCameraRigAsset* CameraRigPrefab)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "ActivatePersistentGlobalCameraRig");

	Params::BlueprintCameraDirectorEvaluator_ActivatePersistentGlobalCameraRig Parms{};

	Parms.CameraRigPrefab = CameraRigPrefab;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.ActivatePersistentVisualCameraRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigAsset*                  CameraRigPrefab                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::ActivatePersistentVisualCameraRig(class UCameraRigAsset* CameraRigPrefab)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "ActivatePersistentVisualCameraRig");

	Params::BlueprintCameraDirectorEvaluator_ActivatePersistentVisualCameraRig Parms{};

	Parms.CameraRigPrefab = CameraRigPrefab;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.AddChildEvaluationContext
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          ChildEvaluationContextOwner                            (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UBlueprintCameraDirectorEvaluator::AddChildEvaluationContext(class UObject* ChildEvaluationContextOwner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "AddChildEvaluationContext");

	Params::BlueprintCameraDirectorEvaluator_AddChildEvaluationContext Parms{};

	Parms.ChildEvaluationContextOwner = ChildEvaluationContextOwner;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.DeactivateCameraDirector
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          EvaluationContextOwner                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FBlueprintCameraDirectorDeactivateParams&Params_0                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::DeactivateCameraDirector(class UObject* EvaluationContextOwner, const struct FBlueprintCameraDirectorDeactivateParams& Params_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "DeactivateCameraDirector");

	Params::BlueprintCameraDirectorEvaluator_DeactivateCameraDirector Parms{};

	Parms.EvaluationContextOwner = EvaluationContextOwner;
	Parms.Params_0 = std::move(Params_0);

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


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.DeactivatePersistentBaseCameraRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigAsset*                  CameraRigPrefab                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::DeactivatePersistentBaseCameraRig(class UCameraRigAsset* CameraRigPrefab)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "DeactivatePersistentBaseCameraRig");

	Params::BlueprintCameraDirectorEvaluator_DeactivatePersistentBaseCameraRig Parms{};

	Parms.CameraRigPrefab = CameraRigPrefab;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.DeactivatePersistentGlobalCameraRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigAsset*                  CameraRigPrefab                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::DeactivatePersistentGlobalCameraRig(class UCameraRigAsset* CameraRigPrefab)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "DeactivatePersistentGlobalCameraRig");

	Params::BlueprintCameraDirectorEvaluator_DeactivatePersistentGlobalCameraRig Parms{};

	Parms.CameraRigPrefab = CameraRigPrefab;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.DeactivatePersistentVisualCameraRig
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UCameraRigAsset*                  CameraRigPrefab                                        (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::DeactivatePersistentVisualCameraRig(class UCameraRigAsset* CameraRigPrefab)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "DeactivatePersistentVisualCameraRig");

	Params::BlueprintCameraDirectorEvaluator_DeactivatePersistentVisualCameraRig Parms{};

	Parms.CameraRigPrefab = CameraRigPrefab;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.RemoveChildEvaluationContext
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          ChildEvaluationContextOwner                            (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ChildSlotName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraDirectorEvaluator::RemoveChildEvaluationContext(class UObject* ChildEvaluationContextOwner, class FName ChildSlotName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "RemoveChildEvaluationContext");

	Params::BlueprintCameraDirectorEvaluator_RemoveChildEvaluationContext Parms{};

	Parms.ChildEvaluationContextOwner = ChildEvaluationContextOwner;
	Parms.ChildSlotName = ChildSlotName;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.RunCameraDirector
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float                                   DeltaTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EvaluationContextOwner                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FBlueprintCameraDirectorEvaluationParams&Params_0                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UBlueprintCameraDirectorEvaluator::RunCameraDirector(float DeltaTime, class UObject* EvaluationContextOwner, const struct FBlueprintCameraDirectorEvaluationParams& Params_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "RunCameraDirector");

	Params::BlueprintCameraDirectorEvaluator_RunCameraDirector Parms{};

	Parms.DeltaTime = DeltaTime;
	Parms.EvaluationContextOwner = EvaluationContextOwner;
	Parms.Params_0 = std::move(Params_0);

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


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.RunChildCameraDirector
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   DeltaTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ChildSlotName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBlueprintCameraDirectorEvaluator::RunChildCameraDirector(float DeltaTime, class FName ChildSlotName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "RunChildCameraDirector");

	Params::BlueprintCameraDirectorEvaluator_RunChildCameraDirector Parms{};

	Parms.DeltaTime = DeltaTime;
	Parms.ChildSlotName = ChildSlotName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.FindEvaluationContextOwnerActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AActor>               ActorClass                                             (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* UBlueprintCameraDirectorEvaluator::FindEvaluationContextOwnerActor(TSubclassOf<class AActor> ActorClass) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "FindEvaluationContextOwnerActor");

	Params::BlueprintCameraDirectorEvaluator_FindEvaluationContextOwnerActor Parms{};

	Parms.ActorClass = ActorClass;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.GetConditionalContextResult
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECameraEvaluationDataCondition          Condition                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraEvaluationDataRefReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FBlueprintCameraEvaluationDataRef UBlueprintCameraDirectorEvaluator::GetConditionalContextResult(ECameraEvaluationDataCondition Condition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "GetConditionalContextResult");

	Params::BlueprintCameraDirectorEvaluator_GetConditionalContextResult Parms{};

	Parms.Condition = Condition;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraDirectorEvaluator.GetInitialContextResult
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBlueprintCameraEvaluationDataRefReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FBlueprintCameraEvaluationDataRef UBlueprintCameraDirectorEvaluator::GetInitialContextResult() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraDirectorEvaluator", "GetInitialContextResult");

	Params::BlueprintCameraDirectorEvaluator_GetInitialContextResult Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.ActivateCameraRigFunctions.ActivatePersistentBaseCameraRig
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCameraRigAsset*                  CameraRig                                              (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UActivateCameraRigFunctions::ActivatePersistentBaseCameraRig(class UObject* WorldContextObject, class APlayerController* PlayerController, class UCameraRigAsset* CameraRig)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("ActivateCameraRigFunctions", "ActivatePersistentBaseCameraRig");

	Params::ActivateCameraRigFunctions_ActivatePersistentBaseCameraRig Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.PlayerController = PlayerController;
	Parms.CameraRig = CameraRig;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.ActivateCameraRigFunctions.ActivatePersistentGlobalCameraRig
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCameraRigAsset*                  CameraRig                                              (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UActivateCameraRigFunctions::ActivatePersistentGlobalCameraRig(class UObject* WorldContextObject, class APlayerController* PlayerController, class UCameraRigAsset* CameraRig)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("ActivateCameraRigFunctions", "ActivatePersistentGlobalCameraRig");

	Params::ActivateCameraRigFunctions_ActivatePersistentGlobalCameraRig Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.PlayerController = PlayerController;
	Parms.CameraRig = CameraRig;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.ActivateCameraRigFunctions.ActivatePersistentVisualCameraRig
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCameraRigAsset*                  CameraRig                                              (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UActivateCameraRigFunctions::ActivatePersistentVisualCameraRig(class UObject* WorldContextObject, class APlayerController* PlayerController, class UCameraRigAsset* CameraRig)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("ActivateCameraRigFunctions", "ActivatePersistentVisualCameraRig");

	Params::ActivateCameraRigFunctions_ActivatePersistentVisualCameraRig Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.PlayerController = PlayerController;
	Parms.CameraRig = CameraRig;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetAimDir
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UBlueprintCameraPoseFunctionLibrary::GetAimDir(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetAimDir");

	Params::BlueprintCameraPoseFunctionLibrary_GetAimDir Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetAimRay
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FRay                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRay UBlueprintCameraPoseFunctionLibrary::GetAimRay(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetAimRay");

	Params::BlueprintCameraPoseFunctionLibrary_GetAimRay Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetEffectiveFieldOfView
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// double                                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

double UBlueprintCameraPoseFunctionLibrary::GetEffectiveFieldOfView(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetEffectiveFieldOfView");

	Params::BlueprintCameraPoseFunctionLibrary_GetEffectiveFieldOfView Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetFieldOfView
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// double                                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

double UBlueprintCameraPoseFunctionLibrary::GetFieldOfView(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetFieldOfView");

	Params::BlueprintCameraPoseFunctionLibrary_GetFieldOfView Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetFocalLength
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// double                                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

double UBlueprintCameraPoseFunctionLibrary::GetFocalLength(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetFocalLength");

	Params::BlueprintCameraPoseFunctionLibrary_GetFocalLength Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UBlueprintCameraPoseFunctionLibrary::GetLocation(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetLocation");

	Params::BlueprintCameraPoseFunctionLibrary_GetLocation Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetRotation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UBlueprintCameraPoseFunctionLibrary::GetRotation(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetRotation");

	Params::BlueprintCameraPoseFunctionLibrary_GetRotation Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetSensorAspectRatio
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// double                                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

double UBlueprintCameraPoseFunctionLibrary::GetSensorAspectRatio(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetSensorAspectRatio");

	Params::BlueprintCameraPoseFunctionLibrary_GetSensorAspectRatio Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetTarget
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UBlueprintCameraPoseFunctionLibrary::GetTarget(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetTarget");

	Params::BlueprintCameraPoseFunctionLibrary_GetTarget Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetTargetAtDistance
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// double                                  TargetDistance                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UBlueprintCameraPoseFunctionLibrary::GetTargetAtDistance(const struct FBlueprintCameraPose& CameraPose, double TargetDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetTargetAtDistance");

	Params::BlueprintCameraPoseFunctionLibrary_GetTargetAtDistance Parms{};

	Parms.CameraPose = std::move(CameraPose);
	Parms.TargetDistance = TargetDistance;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetTargetDistance
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// double                                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

double UBlueprintCameraPoseFunctionLibrary::GetTargetDistance(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetTargetDistance");

	Params::BlueprintCameraPoseFunctionLibrary_GetTargetDistance Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.GetTransform
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTransform UBlueprintCameraPoseFunctionLibrary::GetTransform(const struct FBlueprintCameraPose& CameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "GetTransform");

	Params::BlueprintCameraPoseFunctionLibrary_GetTransform Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.MakeCameraPoseFromCameraComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UCameraComponent*           CameraComponent                                        (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::MakeCameraPoseFromCameraComponent(const class UCameraComponent* CameraComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "MakeCameraPoseFromCameraComponent");

	Params::BlueprintCameraPoseFunctionLibrary_MakeCameraPoseFromCameraComponent Parms{};

	Parms.CameraComponent = CameraComponent;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.MakeCameraPoseFromCineCameraComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UCineCameraComponent*       CameraComponent                                        (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::MakeCameraPoseFromCineCameraComponent(const class UCineCameraComponent* CameraComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "MakeCameraPoseFromCineCameraComponent");

	Params::BlueprintCameraPoseFunctionLibrary_MakeCameraPoseFromCineCameraComponent Parms{};

	Parms.CameraComponent = CameraComponent;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.SetFieldOfView
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   FieldOfView                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::SetFieldOfView(const struct FBlueprintCameraPose& CameraPose, float FieldOfView)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "SetFieldOfView");

	Params::BlueprintCameraPoseFunctionLibrary_SetFieldOfView Parms{};

	Parms.CameraPose = std::move(CameraPose);
	Parms.FieldOfView = FieldOfView;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.SetFocalLength
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   FocalLength                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::SetFocalLength(const struct FBlueprintCameraPose& CameraPose, float FocalLength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "SetFocalLength");

	Params::BlueprintCameraPoseFunctionLibrary_SetFocalLength Parms{};

	Parms.CameraPose = std::move(CameraPose);
	Parms.FocalLength = FocalLength;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.SetLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector&                   Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::SetLocation(const struct FBlueprintCameraPose& CameraPose, const struct FVector& Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "SetLocation");

	Params::BlueprintCameraPoseFunctionLibrary_SetLocation Parms{};

	Parms.CameraPose = std::move(CameraPose);
	Parms.Location = std::move(Location);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.SetRotation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// const struct FRotator&                  Rotation                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::SetRotation(const struct FBlueprintCameraPose& CameraPose, const struct FRotator& Rotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "SetRotation");

	Params::BlueprintCameraPoseFunctionLibrary_SetRotation Parms{};

	Parms.CameraPose = std::move(CameraPose);
	Parms.Rotation = std::move(Rotation);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.SetTargetDistance
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// double                                  TargetDistance                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::SetTargetDistance(const struct FBlueprintCameraPose& CameraPose, double TargetDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "SetTargetDistance");

	Params::BlueprintCameraPoseFunctionLibrary_SetTargetDistance Parms{};

	Parms.CameraPose = std::move(CameraPose);
	Parms.TargetDistance = TargetDistance;

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraPoseFunctionLibrary.SetTransform
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// const struct FTransform&                Transform                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraPoseFunctionLibrary::SetTransform(const struct FBlueprintCameraPose& CameraPose, const struct FTransform& Transform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BlueprintCameraPoseFunctionLibrary", "SetTransform");

	Params::BlueprintCameraPoseFunctionLibrary_SetTransform Parms{};

	Parms.CameraPose = std::move(CameraPose);
	Parms.Transform = std::move(Transform);

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.CameraRigParameterInterop.GetCameraParameter
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UCameraRigAsset*                  CameraRig                                              (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32*                                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UCameraRigParameterInterop::GetCameraParameter(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UCameraRigAsset* CameraRig, class FName ParameterName, int32* ReturnValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigParameterInterop", "GetCameraParameter");

	Params::CameraRigParameterInterop_GetCameraParameter Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.CameraRig = CameraRig;
	Parms.ParameterName = ParameterName;

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

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

	Func->FunctionFlags = Flgs;

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


// Function GameplayCameras.CameraRigParameterInterop.SetCameraParameter
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&CameraData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UCameraRigAsset*                  CameraRig                                              (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32&                            NewValue                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UCameraRigParameterInterop::SetCameraParameter(const struct FBlueprintCameraEvaluationDataRef& CameraData, class UCameraRigAsset* CameraRig, class FName ParameterName, const int32& NewValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigParameterInterop", "SetCameraParameter");

	Params::CameraRigParameterInterop_SetCameraParameter Parms{};

	Parms.CameraData = std::move(CameraData);
	Parms.CameraRig = CameraRig;
	Parms.ParameterName = ParameterName;
	Parms.NewValue = NewValue;

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

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

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.CameraRigParameterInteropLibrary.MakeLiteralLinearColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FLinearColor&              Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UCameraRigParameterInteropLibrary::MakeLiteralLinearColor(const struct FLinearColor& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigParameterInteropLibrary", "MakeLiteralLinearColor");

	Params::CameraRigParameterInteropLibrary_MakeLiteralLinearColor Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.CameraRigParameterInteropLibrary.MakeLiteralRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FRotator&                  Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UCameraRigParameterInteropLibrary::MakeLiteralRotator(const struct FRotator& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigParameterInteropLibrary", "MakeLiteralRotator");

	Params::CameraRigParameterInteropLibrary_MakeLiteralRotator Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.CameraRigParameterInteropLibrary.MakeLiteralVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector&                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UCameraRigParameterInteropLibrary::MakeLiteralVector(const struct FVector& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigParameterInteropLibrary", "MakeLiteralVector");

	Params::CameraRigParameterInteropLibrary_MakeLiteralVector Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.CameraRigParameterInteropLibrary.MakeLiteralVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector2D&                 Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector2D                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector2D UCameraRigParameterInteropLibrary::MakeLiteralVector2D(const struct FVector2D& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigParameterInteropLibrary", "MakeLiteralVector2D");

	Params::CameraRigParameterInteropLibrary_MakeLiteralVector2D Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.CameraRigParameterInteropLibrary.MakeLiteralVector3f
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector3f&                 Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector3f                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector3f UCameraRigParameterInteropLibrary::MakeLiteralVector3f(const struct FVector3f& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("CameraRigParameterInteropLibrary", "MakeLiteralVector3f");

	Params::CameraRigParameterInteropLibrary_MakeLiteralVector3f Parms{};

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

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

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

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraActor.GetCameraComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayCameraComponent*         ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayCameraComponent* AGameplayCameraActor::GetCameraComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraActor", "GetCameraComponent");

	Params::GameplayCameraActor_GetCameraComponent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraComponentBase.ActivateCameraForPlayerController
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSetAsViewTarget                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EGameplayCameraComponentActivationMode  ActivationMode                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraComponentBase::ActivateCameraForPlayerController(class APlayerController* PlayerController, bool bSetAsViewTarget, EGameplayCameraComponentActivationMode ActivationMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraComponentBase", "ActivateCameraForPlayerController");

	Params::GameplayCameraComponentBase_ActivateCameraForPlayerController Parms{};

	Parms.PlayerController = PlayerController;
	Parms.bSetAsViewTarget = bSetAsViewTarget;
	Parms.ActivationMode = ActivationMode;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraComponentBase.ActivateCameraForPlayerIndex
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   PlayerIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSetAsViewTarget                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EGameplayCameraComponentActivationMode  ActivationMode                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraComponentBase::ActivateCameraForPlayerIndex(int32 PlayerIndex, bool bSetAsViewTarget, EGameplayCameraComponentActivationMode ActivationMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraComponentBase", "ActivateCameraForPlayerIndex");

	Params::GameplayCameraComponentBase_ActivateCameraForPlayerIndex Parms{};

	Parms.PlayerIndex = PlayerIndex;
	Parms.bSetAsViewTarget = bSetAsViewTarget;
	Parms.ActivationMode = ActivationMode;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraComponentBase.DeactivateCamera
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bImmediately                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraComponentBase::DeactivateCamera(bool bImmediately)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraComponentBase", "DeactivateCamera");

	Params::GameplayCameraComponentBase_DeactivateCamera Parms{};

	Parms.bImmediately = bImmediately;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraComponentBase.GetConditionalResult
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECameraEvaluationDataCondition          Condition                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBlueprintCameraEvaluationDataRefReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FBlueprintCameraEvaluationDataRef UGameplayCameraComponentBase::GetConditionalResult(ECameraEvaluationDataCondition Condition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraComponentBase", "GetConditionalResult");

	Params::GameplayCameraComponentBase_GetConditionalResult Parms{};

	Parms.Condition = Condition;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraComponentBase.GetInitialResult
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBlueprintCameraEvaluationDataRefReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FBlueprintCameraEvaluationDataRef UGameplayCameraComponentBase::GetInitialResult() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraComponentBase", "GetInitialResult");

	Params::GameplayCameraComponentBase_GetInitialResult Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraComponentBase.GetOutputCameraComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UCineCameraComponent*             ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UCineCameraComponent* UGameplayCameraComponentBase::GetOutputCameraComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraComponentBase", "GetOutputCameraComponent");

	Params::GameplayCameraComponentBase_GetOutputCameraComponent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraRigActor.GetCameraRigComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayCameraRigComponent*      ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayCameraRigComponent* AGameplayCameraRigActor::GetCameraRigComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraRigActor", "GetCameraRigComponent");

	Params::GameplayCameraRigActor_GetCameraRigComponent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraSystemActor.GetCameraSystemComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayCameraSystemComponent*   ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayCameraSystemComponent* AGameplayCameraSystemActor::GetCameraSystemComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemActor", "GetCameraSystemComponent");

	Params::GameplayCameraSystemActor_GetCameraSystemComponent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraSystemComponent.ActivateCameraSystemForPlayerController
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraSystemComponent::ActivateCameraSystemForPlayerController(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemComponent", "ActivateCameraSystemForPlayerController");

	Params::GameplayCameraSystemComponent_ActivateCameraSystemForPlayerController Parms{};

	Parms.PlayerController = PlayerController;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraSystemComponent.ActivateCameraSystemForPlayerIndex
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   PlayerIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraSystemComponent::ActivateCameraSystemForPlayerIndex(int32 PlayerIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemComponent", "ActivateCameraSystemForPlayerIndex");

	Params::GameplayCameraSystemComponent_ActivateCameraSystemForPlayerIndex Parms{};

	Parms.PlayerIndex = PlayerIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraSystemComponent.DeactivateCameraSystem
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           NextViewTarget                                         (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraSystemComponent::DeactivateCameraSystem(class AActor* NextViewTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemComponent", "DeactivateCameraSystem");

	Params::GameplayCameraSystemComponent_DeactivateCameraSystem Parms{};

	Parms.NextViewTarget = NextViewTarget;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraSystemComponent.StartGlobalCameraModifierRig
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class UCameraRigAsset*            CameraRig                                              (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OrderKey                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCameraRigInstanceID             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FCameraRigInstanceID UGameplayCameraSystemComponent::StartGlobalCameraModifierRig(const class UCameraRigAsset* CameraRig, int32 OrderKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemComponent", "StartGlobalCameraModifierRig");

	Params::GameplayCameraSystemComponent_StartGlobalCameraModifierRig Parms{};

	Parms.CameraRig = CameraRig;
	Parms.OrderKey = OrderKey;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraSystemComponent.StartVisualCameraModifierRig
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class UCameraRigAsset*            CameraRig                                              (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OrderKey                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCameraRigInstanceID             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FCameraRigInstanceID UGameplayCameraSystemComponent::StartVisualCameraModifierRig(const class UCameraRigAsset* CameraRig, int32 OrderKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemComponent", "StartVisualCameraModifierRig");

	Params::GameplayCameraSystemComponent_StartVisualCameraModifierRig Parms{};

	Parms.CameraRig = CameraRig;
	Parms.OrderKey = OrderKey;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayCameraSystemComponent.StopCameraModifierRig
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const struct FCameraRigInstanceID&      InstanceId                                             (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bImmediately                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayCameraSystemComponent::StopCameraModifierRig(const struct FCameraRigInstanceID& InstanceId, bool bImmediately)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemComponent", "StopCameraModifierRig");

	Params::GameplayCameraSystemComponent_StopCameraModifierRig Parms{};

	Parms.InstanceId = std::move(InstanceId);
	Parms.bImmediately = bImmediately;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayCameraSystemComponent.IsCameraSystemActiveForPlayController
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UGameplayCameraSystemComponent::IsCameraSystemActiveForPlayController(class APlayerController* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayCameraSystemComponent", "IsCameraSystemActiveForPlayController");

	Params::GameplayCameraSystemComponent_IsCameraSystemActiveForPlayController Parms{};

	Parms.PlayerController = PlayerController;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.GameplayControlRotationComponent.ActivateControlRotationManagementForPlayerController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController_0                                     (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayControlRotationComponent::ActivateControlRotationManagementForPlayerController(class APlayerController* PlayerController_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayControlRotationComponent", "ActivateControlRotationManagementForPlayerController");

	Params::GameplayControlRotationComponent_ActivateControlRotationManagementForPlayerController Parms{};

	Parms.PlayerController_0 = PlayerController_0;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayControlRotationComponent.ActivateControlRotationManagementForPlayerIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   PlayerIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UGameplayControlRotationComponent::ActivateControlRotationManagementForPlayerIndex(int32 PlayerIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayControlRotationComponent", "ActivateControlRotationManagementForPlayerIndex");

	Params::GameplayControlRotationComponent_ActivateControlRotationManagementForPlayerIndex Parms{};

	Parms.PlayerIndex = PlayerIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.GameplayControlRotationComponent.DeactivateControlRotationManagement
// (Final, Native, Public, BlueprintCallable)

void UGameplayControlRotationComponent::DeactivateControlRotationManagement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayControlRotationComponent", "DeactivateControlRotationManagement");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.InitializeCameraNode
// (Event, Public, BlueprintEvent)

void UBlueprintCameraNodeEvaluator::InitializeCameraNode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "InitializeCameraNode");

	UObject::ProcessEvent(Func, nullptr);
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.SetCameraPose
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      InCameraPose                                           (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UBlueprintCameraNodeEvaluator::SetCameraPose(const struct FBlueprintCameraPose& InCameraPose)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "SetCameraPose");

	Params::BlueprintCameraNodeEvaluator_SetCameraPose Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.SetCurrentCameraPose
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FBlueprintCameraPose&      CameraPose_0                                           (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UBlueprintCameraNodeEvaluator::SetCurrentCameraPose(const struct FBlueprintCameraPose& CameraPose_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "SetCurrentCameraPose");

	Params::BlueprintCameraNodeEvaluator_SetCurrentCameraPose Parms{};

	Parms.CameraPose_0 = std::move(CameraPose_0);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.TickCameraNode
// (Event, Public, BlueprintEvent)
// Parameters:
// float                                   DeltaTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBlueprintCameraNodeEvaluator::TickCameraNode(float DeltaTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "TickCameraNode");

	Params::BlueprintCameraNodeEvaluator_TickCameraNode Parms{};

	Parms.DeltaTime = DeltaTime;

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


// Function GameplayCameras.BlueprintCameraNodeEvaluator.FindEvaluationContextOwnerActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AActor>               ActorClass                                             (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* UBlueprintCameraNodeEvaluator::FindEvaluationContextOwnerActor(TSubclassOf<class AActor> ActorClass) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "FindEvaluationContextOwnerActor");

	Params::BlueprintCameraNodeEvaluator_FindEvaluationContextOwnerActor Parms{};

	Parms.ActorClass = ActorClass;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.GetCameraPose
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraNodeEvaluator::GetCameraPose() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "GetCameraPose");

	Params::BlueprintCameraNodeEvaluator_GetCameraPose Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.GetCurrentCameraPose
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBlueprintCameraPose             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBlueprintCameraPose UBlueprintCameraNodeEvaluator::GetCurrentCameraPose() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "GetCurrentCameraPose");

	Params::BlueprintCameraNodeEvaluator_GetCurrentCameraPose Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.GetPlayerController
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerController*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class APlayerController* UBlueprintCameraNodeEvaluator::GetPlayerController() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "GetPlayerController");

	Params::BlueprintCameraNodeEvaluator_GetPlayerController Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function GameplayCameras.BlueprintCameraNodeEvaluator.SetDefaultOwningCameraRigParameters
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// const struct FBlueprintCameraEvaluationDataRef&TargetCameraData                                       (Parm, NativeAccessSpecifierPublic)

void UBlueprintCameraNodeEvaluator::SetDefaultOwningCameraRigParameters(const struct FBlueprintCameraEvaluationDataRef& TargetCameraData) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BlueprintCameraNodeEvaluator", "SetDefaultOwningCameraRigParameters");

	Params::BlueprintCameraNodeEvaluator_SetDefaultOwningCameraRigParameters Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


SDK_NAMESPACE_END
