#pragma once

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

// Package: BP_GameState_LINK

#include "Basic.hpp"

#include "BP_GameState_LINK_classes.hpp"
#include "BP_GameState_LINK_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_GameState_LINK.BP_GameState_LINK_C.WriteWeeklyRezult
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FDateTime&                 StartTime                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FDateTime&                 EndTime                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::WriteWeeklyRezult(const struct FDateTime& StartTime, const struct FDateTime& EndTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "WriteWeeklyRezult");

	Params::BP_GameState_LINK_C_WriteWeeklyRezult Parms{};

	Parms.StartTime = std::move(StartTime);
	Parms.EndTime = std::move(EndTime);

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


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

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

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

	Params::BP_GameState_LINK_C_UseCoin Parms{};

	Parms.UseValue = UseValue;

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.UpdateSortieWieget
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   AppendPreset                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FText&                      Text                                                   (BlueprintVisible, BlueprintReadOnly, Parm)

void ABP_GameState_LINK_C::UpdateSortieWieget(int32 AppendPreset, const class FText& Text)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "UpdateSortieWieget");

	Params::BP_GameState_LINK_C_UpdateSortieWieget Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.UpdateSessionSettings
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   Index_0                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::UpdateSessionSettings(int32 Index_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "UpdateSessionSettings");

	Params::BP_GameState_LINK_C_UpdateSessionSettings Parms{};

	Parms.Index_0 = Index_0;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.UpdateMapSettings
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   Index_0                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString&                    OverrideText                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::UpdateMapSettings(int32 Index_0, const class FString& OverrideText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "UpdateMapSettings");

	Params::BP_GameState_LINK_C_UpdateMapSettings Parms{};

	Parms.Index_0 = Index_0;
	Parms.OverrideText = std::move(OverrideText);

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.UpdateExitShopUI
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   AppendPreset                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FText&                      Text                                                   (BlueprintVisible, BlueprintReadOnly, Parm)

void ABP_GameState_LINK_C::UpdateExitShopUI(int32 AppendPreset, const class FText& Text)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "UpdateExitShopUI");

	Params::BP_GameState_LINK_C_UpdateExitShopUI Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.TimerPopup
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   TextIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   AddTime                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString&                    CustomString                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::TimerPopup(int32 TextIndex, int32 AddTime, const class FString& CustomString)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "TimerPopup");

	Params::BP_GameState_LINK_C_TimerPopup Parms{};

	Parms.TextIndex = TextIndex;
	Parms.AddTime = AddTime;
	Parms.CustomString = std::move(CustomString);

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.StormTextUpdate
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   TextIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TextNumber                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::StormTextUpdate(int32 TextIndex, int32 TextNumber)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "StormTextUpdate");

	Params::BP_GameState_LINK_C_StormTextUpdate Parms{};

	Parms.TextIndex = TextIndex;
	Parms.TextNumber = TextNumber;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.StopAllBGM
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             NextTarget                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::StopAllBGM(class FName NextTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "StopAllBGM");

	Params::BP_GameState_LINK_C_StopAllBGM Parms{};

	Parms.NextTarget = NextTarget;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.ShowKingPopup(Server)
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::ShowKingPopup_Server_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ShowKingPopup(Server)");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.ShowKingPopup(Replicate)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    TargetName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ShowKingPopup_Replicate_(const class FString& TargetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ShowKingPopup(Replicate)");

	Params::BP_GameState_LINK_C_ShowKingPopup_Replicate_ Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.ShowAnnounceLocal
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// float                                   Duration                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TypeIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   ReplaceValue                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonCharacter_LINK_C*  LinkCharacter                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ShowAnnounceLocal(float Duration, int32 TypeIndex, int32 ReplaceValue, class ABP_FirstPersonCharacter_LINK_C* LinkCharacter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ShowAnnounceLocal");

	Params::BP_GameState_LINK_C_ShowAnnounceLocal Parms{};

	Parms.Duration = Duration;
	Parms.TypeIndex = TypeIndex;
	Parms.ReplaceValue = ReplaceValue;
	Parms.LinkCharacter = LinkCharacter;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.ShowAnnounce
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FText&                      Text                                                   (BlueprintVisible, BlueprintReadOnly, Parm)
// float                                   Duration                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TypeIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ShowAnnounce(const class FText& Text, float Duration, int32 TypeIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ShowAnnounce");

	Params::BP_GameState_LINK_C_ShowAnnounce Parms{};

	Parms.Text = std::move(Text);
	Parms.Duration = Duration;
	Parms.TypeIndex = TypeIndex;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.ShopLoadingUI
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ShopLoadingUI(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ShopLoadingUI");

	Params::BP_GameState_LINK_C_ShopLoadingUI Parms{};

	Parms.State = State;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.SetTimePhase
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsNight                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::SetTimePhase(bool IsNight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "SetTimePhase");

	Params::BP_GameState_LINK_C_SetTimePhase Parms{};

	Parms.IsNight = IsNight;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.SetStormLevel
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   StormLevel                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::SetStormLevel(int32 StormLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "SetStormLevel");

	Params::BP_GameState_LINK_C_SetStormLevel Parms{};

	Parms.StormLevel = StormLevel;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.SetSortieCounterVisibility
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::SetSortieCounterVisibility(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "SetSortieCounterVisibility");

	Params::BP_GameState_LINK_C_SetSortieCounterVisibility Parms{};

	Parms.State = State;

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


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

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

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

	Params::BP_GameState_LINK_C_SendToText_Server_ Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.SendToText(Local)
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    Text                                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// int32                                   MessageType                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

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

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

	Params::BP_GameState_LINK_C_SendToText_Local_ Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.SendToText(Client)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    Text                                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// int32                                   MessageType                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

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

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

	Params::BP_GameState_LINK_C_SendToText_Client_ Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.RevivalAnnounce(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_LINK_C*SourcePlayerStete                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::RevivalAnnounce_Server_(class ABP_FirstPersonPlayerState_LINK_C* SourcePlayerStete)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "RevivalAnnounce(Server)");

	Params::BP_GameState_LINK_C_RevivalAnnounce_Server_ Parms{};

	Parms.SourcePlayerStete = SourcePlayerStete;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.RevivalAnnounce(Client)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    playerName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::RevivalAnnounce_Client_(const class FString& playerName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "RevivalAnnounce(Client)");

	Params::BP_GameState_LINK_C_RevivalAnnounce_Client_ Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.ReplicateSound
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class USoundBase*                       Sound                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ReplicateSound(class USoundBase* Sound)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ReplicateSound");

	Params::BP_GameState_LINK_C_ReplicateSound Parms{};

	Parms.Sound = Sound;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.RemoveWidget(Global)
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::RemoveWidget_Global_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "RemoveWidget(Global)");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.RemoveTaskWidget
// (Net, NetReliable, NetMulticast, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    Key                                                    (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash)

void ABP_GameState_LINK_C::RemoveTaskWidget(const class FString& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "RemoveTaskWidget");

	Params::BP_GameState_LINK_C_RemoveTaskWidget Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.ProgressAdd
// (Net, NetReliable, NetMulticast, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   AddValue                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString&                    Key                                                    (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ProgressAdd(int32 AddValue, const class FString& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ProgressAdd");

	Params::BP_GameState_LINK_C_ProgressAdd Parms{};

	Parms.AddValue = AddValue;
	Parms.Key = std::move(Key);

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.PlayStartCinema
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::PlayStartCinema()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "PlayStartCinema");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.PlayIslandTeleportMovie
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   Day                                                    (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::PlayIslandTeleportMovie(int32 Day)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "PlayIslandTeleportMovie");

	Params::BP_GameState_LINK_C_PlayIslandTeleportMovie Parms{};

	Parms.Day = Day;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.PhaseTextUpdate
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   Phase                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   Time                                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    IsOverTime                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::PhaseTextUpdate(int32 Phase, int32 Time, bool IsOverTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "PhaseTextUpdate");

	Params::BP_GameState_LINK_C_PhaseTextUpdate Parms{};

	Parms.Phase = Phase;
	Parms.Time = Time;
	Parms.IsOverTime = IsOverTime;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.OnRep_WeightState
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::OnRep_WeightState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "OnRep_WeightState");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.OnRep_GlobalCoin
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::OnRep_GlobalCoin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "OnRep_GlobalCoin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.OnRep_GameMode
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::OnRep_GameMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "OnRep_GameMode");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.OnRep_CurrentStormLevel
// (HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::OnRep_CurrentStormLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "OnRep_CurrentStormLevel");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.GoToShopUI
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::GoToShopUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "GoToShopUI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.GoalAfter
// (Net, NetReliable, NetMulticast, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const TArray<class ABP_FirstPersonCharacter_LINK_C*>&GoalMiniPenguinOwners                                  (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)

void ABP_GameState_LINK_C::GoalAfter(const TArray<class ABP_FirstPersonCharacter_LINK_C*>& GoalMiniPenguinOwners)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "GoalAfter");

	Params::BP_GameState_LINK_C_GoalAfter Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.GameOver
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::GameOver()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "GameOver");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.GameClerUI
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::GameClerUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "GameClerUI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.GameClear
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::GameClear()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "GameClear");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.ExitShopAreaUpdate
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           Actor                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ExitShopAreaUpdate(class AActor* Actor, bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ExitShopAreaUpdate");

	Params::BP_GameState_LINK_C_ExitShopAreaUpdate Parms{};

	Parms.Actor = Actor;
	Parms.State = State;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.ExecuteUbergraph_BP_GameState_LINK
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::ExecuteUbergraph_BP_GameState_LINK(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "ExecuteUbergraph_BP_GameState_LINK");

	Params::BP_GameState_LINK_C_ExecuteUbergraph_BP_GameState_LINK Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.DeathAnnounce(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_LINK_C*SourcePlayerStete                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::DeathAnnounce_Server_(class ABP_FirstPersonPlayerState_LINK_C* SourcePlayerStete)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "DeathAnnounce(Server)");

	Params::BP_GameState_LINK_C_DeathAnnounce_Server_ Parms{};

	Parms.SourcePlayerStete = SourcePlayerStete;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.DeathAnnounce(Client)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString&                    playerName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::DeathAnnounce_Client_(const class FString& playerName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "DeathAnnounce(Client)");

	Params::BP_GameState_LINK_C_DeathAnnounce_Client_ Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.CloseAnnounce
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_LINK_C::CloseAnnounce()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "CloseAnnounce");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_LINK.BP_GameState_LINK_C.CinemaManequinAttach
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const TArray<class AController*>&       Controllers                                            (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)

void ABP_GameState_LINK_C::CinemaManequinAttach(const TArray<class AController*>& Controllers)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "CinemaManequinAttach");

	Params::BP_GameState_LINK_C_CinemaManequinAttach Parms{};

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

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.AddWidget(Global)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UClass*                           WidgetClass                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::AddWidget_Global_(class UClass* WidgetClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "AddWidget(Global)");

	Params::BP_GameState_LINK_C_AddWidget_Global_ Parms{};

	Parms.WidgetClass = WidgetClass;

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.AddTaskUI
// (Net, NetReliable, NetMulticast, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   TaskIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   SumProgress                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString&                    Key                                                    (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash)

void ABP_GameState_LINK_C::AddTaskUI(int32 TaskIndex, int32 SumProgress, const class FString& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_LINK_C", "AddTaskUI");

	Params::BP_GameState_LINK_C_AddTaskUI Parms{};

	Parms.TaskIndex = TaskIndex;
	Parms.SumProgress = SumProgress;
	Parms.Key = std::move(Key);

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


// Function BP_GameState_LINK.BP_GameState_LINK_C.AddCoin
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_LINK_C::AddCoin(int32 Value)
{
	static class UFunction* Func = nullptr;

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

	Params::BP_GameState_LINK_C_AddCoin Parms{};

	Parms.Value = Value;

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


SDK_NAMESPACE_END
