#pragma once

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

// Package: BP_FirstPersonCharacter_Main

#include "Basic.hpp"

#include "BP_FirstPersonCharacter_Main_classes.hpp"
#include "BP_FirstPersonCharacter_Main_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ExecuteUbergraph_BP_FirstPersonCharacter_Main
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ExecuteUbergraph_BP_FirstPersonCharacter_Main(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ExecuteUbergraph_BP_FirstPersonCharacter_Main");

	Params::BP_FirstPersonCharacter_Main_C_ExecuteUbergraph_BP_FirstPersonCharacter_Main Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ViewResetCheck
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ViewResetCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ViewResetCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Recharge
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::Recharge()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Recharge");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InventoryUpdateSignal
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::InventoryUpdateSignal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InventoryUpdateSignal");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_6_SinglePush__DelegateSignature
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_6_SinglePush__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_6_SinglePush__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SlotChange(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   SlotValue                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SlotChange_Server_(int32 SlotValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SlotChange(Server)");

	Params::BP_FirstPersonCharacter_Main_C_SlotChange_Server_ Parms{};

	Parms.SlotValue = SlotValue;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ChangeViewEnd
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ChangeViewEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ChangeViewEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetCameraFreeRotation(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetCameraFreeRotation_Server_(bool Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetCameraFreeRotation(Server)");

	Params::BP_FirstPersonCharacter_Main_C_SetCameraFreeRotation_Server_ Parms{};

	Parms.Value = Value;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetCameraFreeRotation
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetCameraFreeRotation(bool Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetCameraFreeRotation");

	Params::BP_FirstPersonCharacter_Main_C_SetCameraFreeRotation Parms{};

	Parms.Value = Value;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BeginSetup
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::BeginSetup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BeginSetup");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.PlayerControllerSetup
// (BlueprintCallable, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ReceivePossessed
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AController*                      NewController                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ReceivePossessed(class AController* NewController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ReceivePossessed");

	Params::BP_FirstPersonCharacter_Main_C_ReceivePossessed Parms{};

	Parms.NewController = NewController;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ReceiveRestarted
// (Event, Public, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ReceiveRestarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ReceiveRestarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ShortageStamina
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ShortageStamina()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ShortageStamina");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AddForce(Mover)
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   Velocity                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EMoverLaunchVelocityMode                Mode                                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::AddForce_Mover_(const struct FVector& Velocity, EMoverLaunchVelocityMode Mode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AddForce(Mover)");

	Params::BP_FirstPersonCharacter_Main_C_AddForce_Mover_ Parms{};

	Parms.Velocity = std::move(Velocity);
	Parms.Mode = Mode;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BoostEnd
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::BoostEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BoostEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Boost
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  BoostValue                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   Time                                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Boost(double BoostValue, float Time)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Boost");

	Params::BP_FirstPersonCharacter_Main_C_Boost Parms{};

	Parms.BoostValue = BoostValue;
	Parms.Time = Time;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ReplicateLaunch
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   Launch_Velocity                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ReplicateLaunch(const struct FVector& Launch_Velocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ReplicateLaunch");

	Params::BP_FirstPersonCharacter_Main_C_ReplicateLaunch Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.PlaySound(Owner)
// (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// class USoundBase*                       Sound                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::PlaySound_Owner_(class USoundBase* Sound)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "PlaySound(Owner)");

	Params::BP_FirstPersonCharacter_Main_C_PlaySound_Owner_ Parms{};

	Parms.Sound = Sound;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DamagedAnimation(Owner)
// (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  DamageValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    UnAvoidable                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DamagedAnimation_Owner_(double DamageValue, bool UnAvoidable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DamagedAnimation(Owner)");

	Params::BP_FirstPersonCharacter_Main_C_DamagedAnimation_Owner_ Parms{};

	Parms.DamageValue = DamageValue;
	Parms.UnAvoidable = UnAvoidable;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AvoidEnd
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::AvoidEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AvoidEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ChangeInteractUITickEvent
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ChangeInteractUITickEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ChangeInteractUITickEvent");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetUpEndPlayerState
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::SetUpEndPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetUpEndPlayerState");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetHealthValue(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  TargetValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetHealthValue_Server_(double TargetValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetHealthValue(Server)");

	Params::BP_FirstPersonCharacter_Main_C_SetHealthValue_Server_ Parms{};

	Parms.TargetValue = TargetValue;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetCurrentItem
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   SlotIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FCPP_GameItemData&         ItemData                                               (BlueprintVisible, BlueprintReadOnly, Parm)
// const struct FST_ItemCoreDatas&         CoreData                                               (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetCurrentItem(int32 SlotIndex, const struct FCPP_GameItemData& ItemData, const struct FST_ItemCoreDatas& CoreData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetCurrentItem");

	Params::BP_FirstPersonCharacter_Main_C_SetCurrentItem Parms{};

	Parms.SlotIndex = SlotIndex;
	Parms.ItemData = std::move(ItemData);
	Parms.CoreData = std::move(CoreData);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ClimbingValue
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  DeltaTime                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ClimbingValue(double DeltaTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ClimbingValue");

	Params::BP_FirstPersonCharacter_Main_C_ClimbingValue Parms{};

	Parms.DeltaTime = DeltaTime;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.OnSyncedPlayerState
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::OnSyncedPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "OnSyncedPlayerState");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ChangeSpectatingPlayer
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C*  Character                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

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

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ChangeSpectatingPlayer");

	Params::BP_FirstPersonCharacter_Main_C_ChangeSpectatingPlayer Parms{};

	Parms.Character = Character;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ReplicateVelocity
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   NewVel                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ReplicateVelocity(const struct FVector& NewVel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ReplicateVelocity");

	Params::BP_FirstPersonCharacter_Main_C_ReplicateVelocity Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ClimbingEndJump
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ClimbingEndJump()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ClimbingEndJump");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ClimbingFinish
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsEndJump                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ClimbingFinish(bool IsEndJump)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ClimbingFinish");

	Params::BP_FirstPersonCharacter_Main_C_ClimbingFinish Parms{};

	Parms.IsEndJump = IsEndJump;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ClimbingForce
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ClimbingForce()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ClimbingForce");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetFreeLook
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetFreeLook(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetFreeLook");

	Params::BP_FirstPersonCharacter_Main_C_SetFreeLook Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetSpectatingState
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetSpectatingState(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetSpectatingState");

	Params::BP_FirstPersonCharacter_Main_C_SetSpectatingState Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetClimbingState(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetClimbingState_Server_(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetClimbingState(Server)");

	Params::BP_FirstPersonCharacter_Main_C_SetClimbingState_Server_ Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ClimbingStart
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ClimbingStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ClimbingStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.OnLanded_1
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FHitResult&                Hit                                                    (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)

void ABP_FirstPersonCharacter_Main_C::OnLanded_1(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "OnLanded_1");

	Params::BP_FirstPersonCharacter_Main_C_OnLanded_1 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ChangeViewMode
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             ModeName                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    Quick                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ChangeViewMode(class FName ModeName, bool Quick)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ChangeViewMode");

	Params::BP_FirstPersonCharacter_Main_C_ChangeViewMode Parms{};

	Parms.ModeName = ModeName;
	Parms.Quick = Quick;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetWarpTargetLocation
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             WarpTargetName                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   TargetLocation                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetWarpTargetLocation(class FName WarpTargetName, const struct FVector& TargetLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetWarpTargetLocation");

	Params::BP_FirstPersonCharacter_Main_C_SetWarpTargetLocation Parms{};

	Parms.WarpTargetName = WarpTargetName;
	Parms.TargetLocation = std::move(TargetLocation);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetMovementMode(Server)
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// EMovementMode                           NewMovementMode                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    StopMovement_0                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetMovementMode_Server_(EMovementMode NewMovementMode, bool StopMovement_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetMovementMode(Server)");

	Params::BP_FirstPersonCharacter_Main_C_SetMovementMode_Server_ Parms{};

	Parms.NewMovementMode = NewMovementMode;
	Parms.StopMovement_0 = StopMovement_0;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ServerCamaraTick
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ServerCamaraTick()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ServerCamaraTick");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InteractGimmick(Client)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          ターゲット                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonCharacter_Main_C*  First_Person                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InteractGimmick_Client_(class UObject* ターゲット, class ABP_FirstPersonCharacter_Main_C* First_Person)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InteractGimmick(Client)");

	Params::BP_FirstPersonCharacter_Main_C_InteractGimmick_Client_ Parms{};

	Parms.ターゲット = ターゲット;
	Parms.First_Person = First_Person;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InteractGimmick(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          ターゲット                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonCharacter_Main_C*  First_Person                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InteractGimmick_Server_(class UObject* ターゲット, class ABP_FirstPersonCharacter_Main_C* First_Person)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InteractGimmick(Server)");

	Params::BP_FirstPersonCharacter_Main_C_InteractGimmick_Server_ Parms{};

	Parms.ターゲット = ターゲット;
	Parms.First_Person = First_Person;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AimEvent
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::AimEvent(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AimEvent");

	Params::BP_FirstPersonCharacter_Main_C_AimEvent Parms{};

	Parms.State = State;

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


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

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

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

	Params::BP_FirstPersonCharacter_Main_C_ReceiveTick Parms{};

	Parms.DeltaSeconds = DeltaSeconds;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CameraPitch
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  ViewPitch_0                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::CameraPitch(double ViewPitch_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CameraPitch");

	Params::BP_FirstPersonCharacter_Main_C_CameraPitch Parms{};

	Parms.ViewPitch_0 = ViewPitch_0;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ShotEvent
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ShotEvent(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ShotEvent");

	Params::BP_FirstPersonCharacter_Main_C_ShotEvent Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DashStateChage
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DashStateChage(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DashStateChage");

	Params::BP_FirstPersonCharacter_Main_C_DashStateChage Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_8_InputEnd__DelegateSignature
// (BlueprintEvent)
// Parameters:
// double                                  PushTime                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_8_InputEnd__DelegateSignature(double PushTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_8_InputEnd__DelegateSignature");

	Params::BP_FirstPersonCharacter_Main_C_BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_8_InputEnd__DelegateSignature Parms{};

	Parms.PushTime = PushTime;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_7_LongPushStart__DelegateSignature
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_7_LongPushStart__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_LongInputControlAvoidDash_K2Node_ComponentBoundEvent_7_LongPushStart__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetIceMode
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IceState                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetIceMode(bool IceState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetIceMode");

	Params::BP_FirstPersonCharacter_Main_C_SetIceMode Parms{};

	Parms.IceState = IceState;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_StaminaGaugeControl_K2Node_ComponentBoundEvent_5_ChangeAnimationEnd__DelegateSignature
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_StaminaGaugeControl_K2Node_ComponentBoundEvent_5_ChangeAnimationEnd__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_StaminaGaugeControl_K2Node_ComponentBoundEvent_5_ChangeAnimationEnd__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.StanEnd
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::StanEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "StanEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Stan
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  StanTime                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Stan(double StanTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Stan");

	Params::BP_FirstPersonCharacter_Main_C_Stan Parms{};

	Parms.StanTime = StanTime;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.StaminaUpdate
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  AddValue                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  AnimationTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  SubAnimationTime                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::StaminaUpdate(double AddValue, double AnimationTime, double SubAnimationTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "StaminaUpdate");

	Params::BP_FirstPersonCharacter_Main_C_StaminaUpdate Parms{};

	Parms.AddValue = AddValue;
	Parms.AnimationTime = AnimationTime;
	Parms.SubAnimationTime = SubAnimationTime;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_StaminaGauge_Sub_K2Node_ComponentBoundEvent_4_ChangedValue__DelegateSignature
// (BlueprintEvent)
// Parameters:
// double                                  UpdateValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_StaminaGauge_Sub_K2Node_ComponentBoundEvent_4_ChangedValue__DelegateSignature(double UpdateValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_StaminaGauge_Sub_K2Node_ComponentBoundEvent_4_ChangedValue__DelegateSignature");

	Params::BP_FirstPersonCharacter_Main_C_BndEvt__BP_FirstPersonCharacter_BPC_StaminaGauge_Sub_K2Node_ComponentBoundEvent_4_ChangedValue__DelegateSignature Parms{};

	Parms.UpdateValue = UpdateValue;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.StaminaSubAnimation
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::StaminaSubAnimation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "StaminaSubAnimation");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InventoryStackUpdateSignal
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::InventoryStackUpdateSignal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InventoryStackUpdateSignal");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_StaminaGaugeControl_K2Node_ComponentBoundEvent_2_ChangedValue__DelegateSignature
// (BlueprintEvent)
// Parameters:
// double                                  UpdateValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_StaminaGaugeControl_K2Node_ComponentBoundEvent_2_ChangedValue__DelegateSignature(double UpdateValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_StaminaGaugeControl_K2Node_ComponentBoundEvent_2_ChangedValue__DelegateSignature");

	Params::BP_FirstPersonCharacter_Main_C_BndEvt__BP_FirstPersonCharacter_BPC_StaminaGaugeControl_K2Node_ComponentBoundEvent_2_ChangedValue__DelegateSignature Parms{};

	Parms.UpdateValue = UpdateValue;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_Sub_K2Node_ComponentBoundEvent_3_ChangedValue__DelegateSignature
// (BlueprintEvent)
// Parameters:
// double                                  UpdateValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_Sub_K2Node_ComponentBoundEvent_3_ChangedValue__DelegateSignature(double UpdateValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_Sub_K2Node_ComponentBoundEvent_3_ChangedValue__DelegateSignature");

	Params::BP_FirstPersonCharacter_Main_C_BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_Sub_K2Node_ComponentBoundEvent_3_ChangedValue__DelegateSignature Parms{};

	Parms.UpdateValue = UpdateValue;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.HPBarSubAnimation
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::HPBarSubAnimation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "HPBarSubAnimation");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Item Enter
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_ItemBase_C*                   SendItem                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Item_Enter(class ABP_ItemBase_C* SendItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Item Enter");

	Params::BP_FirstPersonCharacter_Main_C_Item_Enter Parms{};

	Parms.SendItem = SendItem;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_K2Node_ComponentBoundEvent_0_ChangedValue__DelegateSignature
// (BlueprintEvent)
// Parameters:
// double                                  UpdateValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_K2Node_ComponentBoundEvent_0_ChangedValue__DelegateSignature(double UpdateValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_K2Node_ComponentBoundEvent_0_ChangedValue__DelegateSignature");

	Params::BP_FirstPersonCharacter_Main_C_BndEvt__BP_FirstPersonCharacter_BPC_HPGaugeControl_K2Node_ComponentBoundEvent_0_ChangedValue__DelegateSignature Parms{};

	Parms.UpdateValue = UpdateValue;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Attack_AC
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  TimeRange                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             AttackName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  DamageMultiply                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    MutipleHitPossible                                     (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  StanMultiply                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Attack_AC(double TimeRange, class FName AttackName, double DamageMultiply, bool MutipleHitPossible, double StanMultiply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Attack_AC");

	Params::BP_FirstPersonCharacter_Main_C_Attack_AC Parms{};

	Parms.TimeRange = TimeRange;
	Parms.AttackName = AttackName;
	Parms.DamageMultiply = DamageMultiply;
	Parms.MutipleHitPossible = MutipleHitPossible;
	Parms.StanMultiply = StanMultiply;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CollisionReset
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::CollisionReset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CollisionReset");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Combo
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  TimeRange                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             ComboName                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Combo(double TimeRange, class FName ComboName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Combo");

	Params::BP_FirstPersonCharacter_Main_C_Combo Parms{};

	Parms.TimeRange = TimeRange;
	Parms.ComboName = ComboName;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.StaminaDamage
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::StaminaDamage(double Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "StaminaDamage");

	Params::BP_FirstPersonCharacter_Main_C_StaminaDamage Parms{};

	Parms.Value = Value;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DashStateUpdate
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::DashStateUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DashStateUpdate");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.StanDamage
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EN_StanType                             StanType                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::StanDamage(EN_StanType StanType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "StanDamage");

	Params::BP_FirstPersonCharacter_Main_C_StanDamage Parms{};

	Parms.StanType = StanType;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetIsCrouching
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsCrouching_0                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetIsCrouching(bool IsCrouching_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetIsCrouching");

	Params::BP_FirstPersonCharacter_Main_C_SetIsCrouching Parms{};

	Parms.IsCrouching_0 = IsCrouching_0;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetIsCrouching(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsCrouching_0                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetIsCrouching_Server_(bool IsCrouching_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetIsCrouching(Server)");

	Params::BP_FirstPersonCharacter_Main_C_SetIsCrouching_Server_ Parms{};

	Parms.IsCrouching_0 = IsCrouching_0;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AutoHeal
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::AutoHeal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AutoHeal");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AutoHealStart
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::AutoHealStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AutoHealStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ReleaseRightItem
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ReleaseRightItem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ReleaseRightItem");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DamagedAnimation
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  DamageValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    UnAvoidable                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DamagedAnimation(double DamageValue, bool UnAvoidable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DamagedAnimation");

	Params::BP_FirstPersonCharacter_Main_C_DamagedAnimation Parms{};

	Parms.DamageValue = DamageValue;
	Parms.UnAvoidable = UnAvoidable;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Attack_AC_Remote
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  TimeRange                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             ComponentName                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  DamageMultiply                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  StanMultiply                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Attack_AC_Remote(double TimeRange, class FName ComponentName, double DamageMultiply, double StanMultiply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Attack_AC_Remote");

	Params::BP_FirstPersonCharacter_Main_C_Attack_AC_Remote Parms{};

	Parms.TimeRange = TimeRange;
	Parms.ComponentName = ComponentName;
	Parms.DamageMultiply = DamageMultiply;
	Parms.StanMultiply = StanMultiply;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AddActor
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           Actor                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::AddActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AddActor");

	Params::BP_FirstPersonCharacter_Main_C_AddActor Parms{};

	Parms.Actor = Actor;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DeleteActor
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           Actor                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DeleteActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DeleteActor");

	Params::BP_FirstPersonCharacter_Main_C_DeleteActor Parms{};

	Parms.Actor = Actor;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Interact(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32                                   SlotIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Interact_Server_(class AActor* TargetActor, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Interact(Server)");

	Params::BP_FirstPersonCharacter_Main_C_Interact_Server_ Parms{};

	Parms.TargetActor = TargetActor;
	Parms.SlotIndex = SlotIndex;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.UpdateCoreDatas
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FST_ItemCoreDatas&         CoreDatas                                              (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::UpdateCoreDatas(const struct FST_ItemCoreDatas& CoreDatas)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "UpdateCoreDatas");

	Params::BP_FirstPersonCharacter_Main_C_UpdateCoreDatas Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ItemShakeStart
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ItemShakeStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ItemShakeStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.PickState
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonCharacter_Main_C*  Character                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32                                   SlotIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::PickState(bool State, class ABP_FirstPersonCharacter_Main_C* Character, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "PickState");

	Params::BP_FirstPersonCharacter_Main_C_PickState Parms{};

	Parms.State = State;
	Parms.Character = Character;
	Parms.SlotIndex = SlotIndex;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DeathUIShowAndAwait
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::DeathUIShowAndAwait()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DeathUIShowAndAwait");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DeathEvent
// (Net, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// EDeathType                              DeathType                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor*                           Bind_Asset                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DeathEvent(EDeathType DeathType, class AActor* Bind_Asset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DeathEvent");

	Params::BP_FirstPersonCharacter_Main_C_DeathEvent Parms{};

	Parms.DeathType = DeathType;
	Parms.Bind_Asset = Bind_Asset;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DropItem
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   Force_Vector                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   CentorPosition                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DropItem(const struct FVector& Force_Vector, const struct FVector& CentorPosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DropItem");

	Params::BP_FirstPersonCharacter_Main_C_DropItem Parms{};

	Parms.Force_Vector = std::move(Force_Vector);
	Parms.CentorPosition = std::move(CentorPosition);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetMeshDatas
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    KeepScale                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetMeshDatas(bool KeepScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetMeshDatas");

	Params::BP_FirstPersonCharacter_Main_C_SetMeshDatas Parms{};

	Parms.KeepScale = KeepScale;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InteractItem
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::InteractItem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InteractItem");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Interact
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           Actor                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Interact(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Interact");

	Params::BP_FirstPersonCharacter_Main_C_Interact Parms{};

	Parms.Actor = Actor;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Look_K2Node_EnhancedInputActionEvent_0
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Look_K2Node_EnhancedInputActionEvent_0(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Look_K2Node_EnhancedInputActionEvent_0");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Look_K2Node_EnhancedInputActionEvent_0 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_1
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_1(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_1");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_1 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_2
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_2(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_2");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_2 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_3
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_3(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_3");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Move_Default_K2Node_EnhancedInputActionEvent_3 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_4
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_4(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_4");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_4 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_5
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_5(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_5");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Jump_K2Node_EnhancedInputActionEvent_5 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_LockOn_K2Node_EnhancedInputActionEvent_6
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_LockOn_K2Node_EnhancedInputActionEvent_6(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_LockOn_K2Node_EnhancedInputActionEvent_6");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_LockOn_K2Node_EnhancedInputActionEvent_6 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_O_K2Node_InputDebugKeyEvent_0
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_O_K2Node_InputDebugKeyEvent_0(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_O_K2Node_InputDebugKeyEvent_0");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_O_K2Node_InputDebugKeyEvent_0 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_7
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_7(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_7");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_7 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_8
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_8(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_8");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Reload_K2Node_EnhancedInputActionEvent_8 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_U_K2Node_InputDebugKeyEvent_1
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_U_K2Node_InputDebugKeyEvent_1(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_U_K2Node_InputDebugKeyEvent_1");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_U_K2Node_InputDebugKeyEvent_1 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_Ctrl+Alt+Shift_U_K2Node_InputKeyEvent_0
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_Ctrl_Alt_Shift_U_K2Node_InputKeyEvent_0(const struct FKey& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_Ctrl+Alt+Shift_U_K2Node_InputKeyEvent_0");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_Ctrl_Alt_Shift_U_K2Node_InputKeyEvent_0 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_Ctrl+Alt+Shift_Y_K2Node_InputKeyEvent_1
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_Ctrl_Alt_Shift_Y_K2Node_InputKeyEvent_1(const struct FKey& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_Ctrl+Alt+Shift_Y_K2Node_InputKeyEvent_1");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_Ctrl_Alt_Shift_Y_K2Node_InputKeyEvent_1 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_Y_K2Node_InputDebugKeyEvent_2
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_Y_K2Node_InputDebugKeyEvent_2(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_Y_K2Node_InputDebugKeyEvent_2");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_Y_K2Node_InputDebugKeyEvent_2 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_Ctrl+Alt+Shift_T_K2Node_InputKeyEvent_2
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_Ctrl_Alt_Shift_T_K2Node_InputKeyEvent_2(const struct FKey& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_Ctrl+Alt+Shift_T_K2Node_InputKeyEvent_2");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_Ctrl_Alt_Shift_T_K2Node_InputKeyEvent_2 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_T_K2Node_InputDebugKeyEvent_3
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_T_K2Node_InputDebugKeyEvent_3(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_T_K2Node_InputDebugKeyEvent_3");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_T_K2Node_InputDebugKeyEvent_3 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_I_K2Node_InputDebugKeyEvent_4
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_I_K2Node_InputDebugKeyEvent_4(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_I_K2Node_InputDebugKeyEvent_4");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_I_K2Node_InputDebugKeyEvent_4 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_N_K2Node_InputDebugKeyEvent_5
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_N_K2Node_InputDebugKeyEvent_5(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_N_K2Node_InputDebugKeyEvent_5");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_N_K2Node_InputDebugKeyEvent_5 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_H_K2Node_InputDebugKeyEvent_6
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_H_K2Node_InputDebugKeyEvent_6(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_H_K2Node_InputDebugKeyEvent_6");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_H_K2Node_InputDebugKeyEvent_6 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_ModeChange_K2Node_EnhancedInputActionEvent_9
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_ModeChange_K2Node_EnhancedInputActionEvent_9(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_ModeChange_K2Node_EnhancedInputActionEvent_9");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_ModeChange_K2Node_EnhancedInputActionEvent_9 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_Ctrl+Alt+Shift_R_K2Node_InputKeyEvent_3
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_Ctrl_Alt_Shift_R_K2Node_InputKeyEvent_3(const struct FKey& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_Ctrl+Alt+Shift_R_K2Node_InputKeyEvent_3");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_Ctrl_Alt_Shift_R_K2Node_InputKeyEvent_3 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_10
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_10(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_10");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_10 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_11
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_11(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_11");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_11 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_12
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_12(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_12");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_12 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_13
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_13(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_13");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Dash_K2Node_EnhancedInputActionEvent_13 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_Y_K2Node_InputDebugKeyEvent_7
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_Y_K2Node_InputDebugKeyEvent_7(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_Y_K2Node_InputDebugKeyEvent_7");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_Y_K2Node_InputDebugKeyEvent_7 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_14
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_14(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_14");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_14 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_15
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_15(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_15");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Shot_K2Node_EnhancedInputActionEvent_15 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_Ctrl_R_K2Node_InputDebugKeyEvent_8
// (BlueprintEvent)
// Parameters:
// const struct FKey&                      Key                                                    (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_Ctrl_R_K2Node_InputDebugKeyEvent_8(const struct FKey& Key, const struct FInputActionValue& ActionValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_Ctrl_R_K2Node_InputDebugKeyEvent_8");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_Ctrl_R_K2Node_InputDebugKeyEvent_8 Parms{};

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Aim_Release_K2Node_EnhancedInputActionEvent_16
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Aim_Release_K2Node_EnhancedInputActionEvent_16(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Aim_Release_K2Node_EnhancedInputActionEvent_16");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Aim_Release_K2Node_EnhancedInputActionEvent_16 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_17
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_17(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_17");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_17 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_18
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_18(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_18");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Aim_K2Node_EnhancedInputActionEvent_18 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Release_K2Node_EnhancedInputActionEvent_19
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Release_K2Node_EnhancedInputActionEvent_19(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Release_K2Node_EnhancedInputActionEvent_19");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Release_K2Node_EnhancedInputActionEvent_19 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_SlotChange_K2Node_EnhancedInputActionEvent_20
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_SlotChange_K2Node_EnhancedInputActionEvent_20(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_SlotChange_K2Node_EnhancedInputActionEvent_20");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_SlotChange_K2Node_EnhancedInputActionEvent_20 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InpActEvt_IA_Interact_K2Node_EnhancedInputActionEvent_21
// (BlueprintEvent)
// Parameters:
// const struct FInputActionValue&         ActionValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// float                                   ElapsedTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   TriggeredTime                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UInputAction*               SourceAction                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InpActEvt_IA_Interact_K2Node_EnhancedInputActionEvent_21(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InpActEvt_IA_Interact_K2Node_EnhancedInputActionEvent_21");

	Params::BP_FirstPersonCharacter_Main_C_InpActEvt_IA_Interact_K2Node_EnhancedInputActionEvent_21 Parms{};

	Parms.ActionValue = std::move(ActionValue);
	Parms.ElapsedTime = ElapsedTime;
	Parms.TriggeredTime = TriggeredTime;
	Parms.SourceAction = SourceAction;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CameraAnimation__UpdateFunc
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::CameraAnimation__UpdateFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CameraAnimation__UpdateFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CameraAnimation__FinishedFunc
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::CameraAnimation__FinishedFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CameraAnimation__FinishedFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ItemShake__FootStepTrac__EventFunc
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ItemShake__FootStepTrac__EventFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ItemShake__FootStepTrac__EventFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ItemShake__UpdateFunc
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ItemShake__UpdateFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ItemShake__UpdateFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ItemShake__FinishedFunc
// (BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ItemShake__FinishedFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ItemShake__FinishedFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ResetSelectOutLine
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Reset                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ResetSelectOutLine(bool Reset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ResetSelectOutLine");

	Params::BP_FirstPersonCharacter_Main_C_ResetSelectOutLine Parms{};

	Parms.Reset = Reset;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AttachHandActor
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class USceneComponent*                  Mesh_0                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class AActor*                           Target                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  RelativeRotation                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector&                   RelativeTransform                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    SlideMode                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor**                          ExportActor                                            (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::AttachHandActor(class USceneComponent* Mesh_0, class AActor* Target, const struct FRotator& RelativeRotation, const struct FVector& RelativeTransform, bool SlideMode, class AActor** ExportActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AttachHandActor");

	Params::BP_FirstPersonCharacter_Main_C_AttachHandActor Parms{};

	Parms.Mesh_0 = Mesh_0;
	Parms.Target = Target;
	Parms.RelativeRotation = std::move(RelativeRotation);
	Parms.RelativeTransform = std::move(RelativeTransform);
	Parms.SlideMode = SlideMode;

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AttachHandBoneActor
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           Target                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  RelativeRotation                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector&                   RelativeTransform                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    SlideMode                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor**                          ExportActor                                            (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::AttachHandBoneActor(class AActor* Target, const struct FRotator& RelativeRotation, const struct FVector& RelativeTransform, bool SlideMode, class AActor** ExportActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AttachHandBoneActor");

	Params::BP_FirstPersonCharacter_Main_C_AttachHandBoneActor Parms{};

	Parms.Target = Target;
	Parms.RelativeRotation = std::move(RelativeRotation);
	Parms.RelativeTransform = std::move(RelativeTransform);
	Parms.SlideMode = SlideMode;

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.InteractSet
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           InputObject                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool                                    Silence                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::InteractSet(class AActor* InputObject, bool Silence)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "InteractSet");

	Params::BP_FirstPersonCharacter_Main_C_InteractSet Parms{};

	Parms.InputObject = InputObject;
	Parms.Silence = Silence;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CentorOffset
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector2D&                 InVec                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector2D&                 InVec2                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector2D                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

struct FVector2D ABP_FirstPersonCharacter_Main_C::CentorOffset(const struct FVector2D& InVec, const struct FVector2D& InVec2)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CentorOffset");

	Params::BP_FirstPersonCharacter_Main_C_CentorOffset Parms{};

	Parms.InVec = std::move(InVec);
	Parms.InVec2 = std::move(InVec2);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AllWidgetHide
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::AllWidgetHide()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AllWidgetHide");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetUIHideState
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetUIHideState(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetUIHideState");

	Params::BP_FirstPersonCharacter_Main_C_SetUIHideState Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AllWidgetShow
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::AllWidgetShow()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AllWidgetShow");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ShowCameraUI
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ShowCameraUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ShowCameraUI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.HideCameraUI
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::HideCameraUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "HideCameraUI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ShowCentorUI
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ShowCentorUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ShowCentorUI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.LeftDestroy
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::LeftDestroy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "LeftDestroy");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ReleaseLeftItem
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ReleaseLeftItem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ReleaseLeftItem");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.LimitPhotoCheck
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::LimitPhotoCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "LimitPhotoCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.TalkStart
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsViewFree                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    IsMoveFree                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    IsInteractFree                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::TalkStart(bool IsViewFree, bool IsMoveFree, bool IsInteractFree)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "TalkStart");

	Params::BP_FirstPersonCharacter_Main_C_TalkStart Parms{};

	Parms.IsViewFree = IsViewFree;
	Parms.IsMoveFree = IsMoveFree;
	Parms.IsInteractFree = IsInteractFree;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.TalkEnd
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::TalkEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "TalkEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Load and Setting Apply
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::Load_and_Setting_Apply()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Load and Setting Apply");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Movement
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float                                   X_Value                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   Y_Value                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  Z_Value                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Movement(float X_Value, float Y_Value, double Z_Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Movement");

	Params::BP_FirstPersonCharacter_Main_C_Movement Parms{};

	Parms.X_Value = X_Value;
	Parms.Y_Value = Y_Value;
	Parms.Z_Value = Z_Value;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.MakeShakeTransform
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   InVec                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  InRot                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector&                   DefaultPositoin                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

struct FTransform ABP_FirstPersonCharacter_Main_C::MakeShakeTransform(const struct FVector& InVec, const struct FRotator& InRot, const struct FVector& DefaultPositoin)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "MakeShakeTransform");

	Params::BP_FirstPersonCharacter_Main_C_MakeShakeTransform Parms{};

	Parms.InVec = std::move(InVec);
	Parms.InRot = std::move(InRot);
	Parms.DefaultPositoin = std::move(DefaultPositoin);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ItemArrayUpdate
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool*                                   InPhoto                                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ItemArrayUpdate(bool* InPhoto)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ItemArrayUpdate");

	Params::BP_FirstPersonCharacter_Main_C_ItemArrayUpdate Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AttachToActor
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::AttachToActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AttachToActor");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.HideCentorUI
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::HideCentorUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "HideCentorUI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DropLeftHandItems
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    FirePhoto                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DropLeftHandItems(bool FirePhoto)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DropLeftHandItems");

	Params::BP_FirstPersonCharacter_Main_C_DropLeftHandItems Parms{};

	Parms.FirePhoto = FirePhoto;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetAvoidXY
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double*                                 ReturnValue_Y                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double*                                 ReturnValue_X                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::GetAvoidXY(double* ReturnValue_Y, double* ReturnValue_X)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "GetAvoidXY");

	Params::BP_FirstPersonCharacter_Main_C_GetAvoidXY Parms{};

	UObject::ProcessEvent(Func, &Parms);

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.AddSaveKey
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   AddValue                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::AddSaveKey(int32 AddValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "AddSaveKey");

	Params::BP_FirstPersonCharacter_Main_C_AddSaveKey Parms{};

	Parms.AddValue = AddValue;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ItemSet
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Silence                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FCPP_GameItemData&         ItemData                                               (BlueprintVisible, BlueprintReadOnly, Parm)
// const struct FST_ItemCoreDatas&         CoreDatas                                              (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// int32                                   SlotIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ItemSet(bool Silence, const struct FCPP_GameItemData& ItemData, const struct FST_ItemCoreDatas& CoreDatas, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ItemSet");

	Params::BP_FirstPersonCharacter_Main_C_ItemSet Parms{};

	Parms.Silence = Silence;
	Parms.ItemData = std::move(ItemData);
	Parms.CoreDatas = std::move(CoreDatas);
	Parms.SlotIndex = SlotIndex;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetRelativeLocation
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  RelativeRotation                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector&                   DeltaLocation                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetRelativeLocation(class AActor* TargetActor, const struct FRotator& RelativeRotation, const struct FVector& DeltaLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetRelativeLocation");

	Params::BP_FirstPersonCharacter_Main_C_SetRelativeLocation Parms{};

	Parms.TargetActor = TargetActor;
	Parms.RelativeRotation = std::move(RelativeRotation);
	Parms.DeltaLocation = std::move(DeltaLocation);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ClimbTrace
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  ClimbHeight                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector*                         HeightLocation                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector*                         WallNormal                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool*                                   Rezult                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::ClimbTrace(double ClimbHeight, struct FVector* HeightLocation, struct FVector* WallNormal, bool* Rezult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ClimbTrace");

	Params::BP_FirstPersonCharacter_Main_C_ClimbTrace Parms{};

	Parms.ClimbHeight = ClimbHeight;

	UObject::ProcessEvent(Func, &Parms);

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

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetEnableMovement
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetEnableMovement(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetEnableMovement");

	Params::BP_FirstPersonCharacter_Main_C_SetEnableMovement Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetAllActionState
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetAllActionState(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetAllActionState");

	Params::BP_FirstPersonCharacter_Main_C_SetAllActionState Parms{};

	Parms.State = State;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetWalkSpeed
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  WalkSpeed                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetWalkSpeed(double WalkSpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetWalkSpeed");

	Params::BP_FirstPersonCharacter_Main_C_SetWalkSpeed Parms{};

	Parms.WalkSpeed = WalkSpeed;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.StopMovement
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::StopMovement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "StopMovement");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetMovementMode
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             MovementName                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetMovementMode(class FName MovementName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetMovementMode");

	Params::BP_FirstPersonCharacter_Main_C_SetMovementMode Parms{};

	Parms.MovementName = MovementName;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetJumpSpeed
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// float                                   Jump_Upwards_Speed                                     (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetJumpSpeed(float Jump_Upwards_Speed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetJumpSpeed");

	Params::BP_FirstPersonCharacter_Main_C_SetJumpSpeed Parms{};

	Parms.Jump_Upwards_Speed = Jump_Upwards_Speed;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.OnProduceInputInBlueprint
// (Event, Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// float                                   DeltaMs                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FMoverInputCmdContext&     InputCmd                                               (BlueprintVisible, BlueprintReadOnly, Parm)
// struct FMoverInputCmdContext            ReturnValue                                            (Parm, OutParm, ReturnParm)

struct FMoverInputCmdContext ABP_FirstPersonCharacter_Main_C::OnProduceInputInBlueprint(float DeltaMs, const struct FMoverInputCmdContext& InputCmd)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "OnProduceInputInBlueprint");

	Params::BP_FirstPersonCharacter_Main_C_OnProduceInputInBlueprint Parms{};

	Parms.DeltaMs = DeltaMs;
	Parms.InputCmd = std::move(InputCmd);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetMaxWalkSpeed
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// float*                                  MaxSpeed                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::GetMaxWalkSpeed(float* MaxSpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "GetMaxWalkSpeed");

	Params::BP_FirstPersonCharacter_Main_C_GetMaxWalkSpeed Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetGravity
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    bOverrideGravity                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   GravityAcceleration                                    (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetGravity(bool bOverrideGravity, const struct FVector& GravityAcceleration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetGravity");

	Params::BP_FirstPersonCharacter_Main_C_SetGravity Parms{};

	Parms.bOverrideGravity = bOverrideGravity;
	Parms.GravityAcceleration = std::move(GravityAcceleration);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.IsCanClimbing
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

bool ABP_FirstPersonCharacter_Main_C::IsCanClimbing()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "IsCanClimbing");

	Params::BP_FirstPersonCharacter_Main_C_IsCanClimbing Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.IsCanJumpClimbing
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

bool ABP_FirstPersonCharacter_Main_C::IsCanJumpClimbing()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "IsCanJumpClimbing");

	Params::BP_FirstPersonCharacter_Main_C_IsCanJumpClimbing Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ResetBodyAndCamera
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ResetBodyAndCamera()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ResetBodyAndCamera");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.IsLive
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

bool ABP_FirstPersonCharacter_Main_C::IsLive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "IsLive");

	Params::BP_FirstPersonCharacter_Main_C_IsLive Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CanDash
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

bool ABP_FirstPersonCharacter_Main_C::CanDash()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CanDash");

	Params::BP_FirstPersonCharacter_Main_C_CanDash Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ResetAllStates
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ResetAllStates()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ResetAllStates");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.UpdateCentorUI
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::UpdateCentorUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "UpdateCentorUI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.SetCentorIconAndText
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FText&                      InputText                                              (BlueprintVisible, BlueprintReadOnly, Parm)
// class FName                             ImageKey                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector2D&                 OverrideImageSize                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::SetCentorIconAndText(const class FText& InputText, class FName ImageKey, bool State, const struct FVector2D& OverrideImageSize)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "SetCentorIconAndText");

	Params::BP_FirstPersonCharacter_Main_C_SetCentorIconAndText Parms{};

	Parms.InputText = std::move(InputText);
	Parms.ImageKey = ImageKey;
	Parms.State = State;
	Parms.OverrideImageSize = std::move(OverrideImageSize);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CanSlotChange
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool*                                   Rezult                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::CanSlotChange(bool* Rezult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CanSlotChange");

	Params::BP_FirstPersonCharacter_Main_C_CanSlotChange Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.CanLook
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool*                                   Rezult                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::CanLook(bool* Rezult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "CanLook");

	Params::BP_FirstPersonCharacter_Main_C_CanLook Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetMoveSpeedMultiply
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double*                                 MultiplyValue                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::GetMoveSpeedMultiply(double* MultiplyValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "GetMoveSpeedMultiply");

	Params::BP_FirstPersonCharacter_Main_C_GetMoveSpeedMultiply Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ClimbingEndForce
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ClimbingEndForce()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ClimbingEndForce");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.IsCanQuickJump
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

bool ABP_FirstPersonCharacter_Main_C::IsCanQuickJump()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "IsCanQuickJump");

	Params::BP_FirstPersonCharacter_Main_C_IsCanQuickJump Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.OnRep_MyController
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::OnRep_MyController()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "OnRep_MyController");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.ConvertTransfrom
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::ConvertTransfrom()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "ConvertTransfrom");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.OnRep_ViewPitch
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::OnRep_ViewPitch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "OnRep_ViewPitch");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.OnRep_IsPossessed
// (BlueprintCallable, BlueprintEvent)

void ABP_FirstPersonCharacter_Main_C::OnRep_IsPossessed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "OnRep_IsPossessed");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.look spead
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FText*                            slook_pead                                             (Parm, OutParm)

void ABP_FirstPersonCharacter_Main_C::look_spead(class FText* slook_pead)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "look spead");

	Params::BP_FirstPersonCharacter_Main_C_look_spead Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.Damage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  DamageValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TeamIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EN_DamageType                           DamageType                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                SourceAgentPoint                                       (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    UnAvoidable                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             DamageName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor*                           SourceActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FFinishFilter*                   Finish                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::Damage(double DamageValue, int32 TeamIndex, EN_DamageType DamageType, const struct FTransform& SourceAgentPoint, bool UnAvoidable, class FName DamageName, class AActor* SourceActor, struct FFinishFilter* Finish)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "Damage");

	Params::BP_FirstPersonCharacter_Main_C_Damage Parms{};

	Parms.DamageValue = DamageValue;
	Parms.TeamIndex = TeamIndex;
	Parms.DamageType = DamageType;
	Parms.SourceAgentPoint = std::move(SourceAgentPoint);
	Parms.UnAvoidable = UnAvoidable;
	Parms.DamageName = DamageName;
	Parms.SourceActor = SourceActor;

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetParryState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool*                                   State                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::GetParryState(bool* State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "GetParryState");

	Params::BP_FirstPersonCharacter_Main_C_GetParryState Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.DamageToPlayerController
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double                                  DamageValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TeamIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EN_DamageType                           DamageType                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                SourceAgentPoint                                       (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    UnAvoidable                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             DamageName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FHitResult&                HitRezult                                              (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// class AActor*                           SourceActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::DamageToPlayerController(class AActor* TargetActor, double DamageValue, int32 TeamIndex, EN_DamageType DamageType, const struct FTransform& SourceAgentPoint, bool UnAvoidable, class FName DamageName, const struct FHitResult& HitRezult, class AActor* SourceActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "DamageToPlayerController");

	Params::BP_FirstPersonCharacter_Main_C_DamageToPlayerController Parms{};

	Parms.TargetActor = TargetActor;
	Parms.DamageValue = DamageValue;
	Parms.TeamIndex = TeamIndex;
	Parms.DamageType = DamageType;
	Parms.SourceAgentPoint = std::move(SourceAgentPoint);
	Parms.UnAvoidable = UnAvoidable;
	Parms.DamageName = DamageName;
	Parms.HitRezult = std::move(HitRezult);
	Parms.SourceActor = SourceActor;

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetItemInfo
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// ENUM_HandType*                          HandType                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// ENUM_ClassType*                         ClassType                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool*                                   NotPickUp                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FRotator*                        HaveRotation                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FVector*                         Add_Position                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool*                                   IsBoneAttach                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// ENUM_ItemBindType*                      BindType                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName*                            BoneName                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FST_ItemCoreDatas*               CoreDatas                                              (Parm, OutParm, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::GetItemInfo(ENUM_HandType* HandType, ENUM_ClassType* ClassType, bool* NotPickUp, struct FRotator* HaveRotation, struct FVector* Add_Position, bool* IsBoneAttach, ENUM_ItemBindType* BindType, class FName* BoneName, struct FST_ItemCoreDatas* CoreDatas)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "GetItemInfo");

	Params::BP_FirstPersonCharacter_Main_C_GetItemInfo Parms{};

	UObject::ProcessEvent(Func, &Parms);

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

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

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

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

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

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

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

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

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetParentCharacter
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C** FirstpersonCharacter                                   (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::GetParentCharacter(class ABP_FirstPersonCharacter_Main_C** FirstpersonCharacter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "GetParentCharacter");

	Params::BP_FirstPersonCharacter_Main_C_GetParentCharacter Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetStateValue
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             TargetName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

bool ABP_FirstPersonCharacter_Main_C::GetStateValue(class FName TargetName)
{
	static class UFunction* Func = nullptr;

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

	Params::BP_FirstPersonCharacter_Main_C_GetStateValue Parms{};

	Parms.TargetName = TargetName;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BP_FirstPersonCharacter_Main.BP_FirstPersonCharacter_Main_C.GetCharacterMoverComp
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UCharacterMoverComponent**        CharacterMoverComponent                                (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonCharacter_Main_C::GetCharacterMoverComp(class UCharacterMoverComponent** CharacterMoverComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonCharacter_Main_C", "GetCharacterMoverComp");

	Params::BP_FirstPersonCharacter_Main_C_GetCharacterMoverComp Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


SDK_NAMESPACE_END
