#pragma once

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

// Package: GameplayDebugger

#include "Basic.hpp"

#include "GameplayDebugger_classes.hpp"
#include "GameplayDebugger_parameters.hpp"


SDK_NAMESPACE_START

// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ClientDataPackPacket
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// const struct FGameplayDebuggerDataPackRPCParams&Params_0                                               (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AGameplayDebuggerCategoryReplicator::ClientDataPackPacket(const struct FGameplayDebuggerDataPackRPCParams& Params_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ClientDataPackPacket");

	Params::GameplayDebuggerCategoryReplicator_ClientDataPackPacket Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.OnRep_ReplicatedData
// (Final, RequiredAPI, Native, Protected)

void AGameplayDebuggerCategoryReplicator::OnRep_ReplicatedData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "OnRep_ReplicatedData");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ServerResetViewPoint
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AGameplayDebuggerCategoryReplicator::ServerResetViewPoint()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ServerResetViewPoint");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ServerSendCategoryInputEvent
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// int32                                   CategoryId                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   HandlerId                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayDebuggerCategoryReplicator::ServerSendCategoryInputEvent(int32 CategoryId, int32 HandlerId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ServerSendCategoryInputEvent");

	Params::GameplayDebuggerCategoryReplicator_ServerSendCategoryInputEvent Parms{};

	Parms.CategoryId = CategoryId;
	Parms.HandlerId = HandlerId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ServerSendExtensionInputEvent
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// int32                                   ExtensionId                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   HandlerId                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayDebuggerCategoryReplicator::ServerSendExtensionInputEvent(int32 ExtensionId, int32 HandlerId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ServerSendExtensionInputEvent");

	Params::GameplayDebuggerCategoryReplicator_ServerSendExtensionInputEvent Parms{};

	Parms.ExtensionId = ExtensionId;
	Parms.HandlerId = HandlerId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ServerSetCategoryEnabled
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// int32                                   CategoryId                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayDebuggerCategoryReplicator::ServerSetCategoryEnabled(int32 CategoryId, bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ServerSetCategoryEnabled");

	Params::GameplayDebuggerCategoryReplicator_ServerSetCategoryEnabled Parms{};

	Parms.CategoryId = CategoryId;
	Parms.bEnable = bEnable;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ServerSetDebugActor
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSelectInEditor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayDebuggerCategoryReplicator::ServerSetDebugActor(class AActor* Actor, bool bSelectInEditor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ServerSetDebugActor");

	Params::GameplayDebuggerCategoryReplicator_ServerSetDebugActor Parms{};

	Parms.Actor = Actor;
	Parms.bSelectInEditor = bSelectInEditor;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ServerSetEnabled
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayDebuggerCategoryReplicator::ServerSetEnabled(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ServerSetEnabled");

	Params::GameplayDebuggerCategoryReplicator_ServerSetEnabled Parms{};

	Parms.bEnable = bEnable;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function GameplayDebugger.GameplayDebuggerCategoryReplicator.ServerSetViewPoint
// (RequiredAPI, Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// const struct FVector&                   InViewLocation                                         (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector&                   InViewDirection                                        (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayDebuggerCategoryReplicator::ServerSetViewPoint(const struct FVector& InViewLocation, const struct FVector& InViewDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayDebuggerCategoryReplicator", "ServerSetViewPoint");

	Params::GameplayDebuggerCategoryReplicator_ServerSetViewPoint Parms{};

	Parms.InViewLocation = std::move(InViewLocation);
	Parms.InViewDirection = std::move(InViewDirection);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


SDK_NAMESPACE_END
