#pragma once

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

// Package: ChaosClothAssetEngine

#include "Basic.hpp"

#include "ChaosClothAssetEngine_classes.hpp"
#include "ChaosClothAssetEngine_parameters.hpp"


SDK_NAMESPACE_START

// Function ChaosClothAssetEngine.ChaosClothComponent.AddCollisionSource
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class USkinnedMeshComponent*            SourceComponent                                        (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UPhysicsAsset*              SourcePhysicsAsset                                     (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseSphylsOnly                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::AddCollisionSource(class USkinnedMeshComponent* SourceComponent, const class UPhysicsAsset* SourcePhysicsAsset, bool bUseSphylsOnly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "AddCollisionSource");

	Params::ChaosClothComponent_AddCollisionSource Parms{};

	Parms.SourceComponent = SourceComponent;
	Parms.SourcePhysicsAsset = SourcePhysicsAsset;
	Parms.bUseSphylsOnly = bUseSphylsOnly;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.ForceNextUpdateTeleport
// (Final, Native, Public, BlueprintCallable)

void UChaosClothComponent::ForceNextUpdateTeleport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "ForceNextUpdateTeleport");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.ForceNextUpdateTeleportAndReset
// (Final, Native, Public, BlueprintCallable)

void UChaosClothComponent::ForceNextUpdateTeleportAndReset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "ForceNextUpdateTeleportAndReset");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.GetClothOutfitInteractor
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ModelIndex                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName                       ClothSimulationModelName                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UChaosClothAssetInteractor*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UChaosClothAssetInteractor* UChaosClothComponent::GetClothOutfitInteractor(int32 ModelIndex, const class FName ClothSimulationModelName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "GetClothOutfitInteractor");

	Params::ChaosClothComponent_GetClothOutfitInteractor Parms{};

	Parms.ModelIndex = ModelIndex;
	Parms.ClothSimulationModelName = ClothSimulationModelName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.RecreateClothSimulationProxy
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UChaosClothComponent::RecreateClothSimulationProxy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "RecreateClothSimulationProxy");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.RemoveCollisionSource
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class USkinnedMeshComponent*      SourceComponent                                        (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UPhysicsAsset*              SourcePhysicsAsset                                     (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::RemoveCollisionSource(const class USkinnedMeshComponent* SourceComponent, const class UPhysicsAsset* SourcePhysicsAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "RemoveCollisionSource");

	Params::ChaosClothComponent_RemoveCollisionSource Parms{};

	Parms.SourceComponent = SourceComponent;
	Parms.SourcePhysicsAsset = SourcePhysicsAsset;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.RemoveCollisionSources
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class USkinnedMeshComponent*      SourceComponent                                        (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::RemoveCollisionSources(const class USkinnedMeshComponent* SourceComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "RemoveCollisionSources");

	Params::ChaosClothComponent_RemoveCollisionSources Parms{};

	Parms.SourceComponent = SourceComponent;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.ResetCollisionSources
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UChaosClothComponent::ResetCollisionSources()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "ResetCollisionSources");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.ResetConfigProperties
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UChaosClothComponent::ResetConfigProperties()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "ResetConfigProperties");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.ResetTeleportMode
// (Final, Native, Public, BlueprintCallable)

void UChaosClothComponent::ResetTeleportMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "ResetTeleportMode");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.ResumeSimulation
// (Final, Native, Public, BlueprintCallable)

void UChaosClothComponent::ResumeSimulation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "ResumeSimulation");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SetAsset
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class UChaosClothAssetBase*             InAsset                                                (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::SetAsset(class UChaosClothAssetBase* InAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SetAsset");

	Params::ChaosClothComponent_SetAsset Parms{};

	Parms.InAsset = InAsset;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SetClothAsset
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class UChaosClothAsset*                 InClothAsset                                           (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::SetClothAsset(class UChaosClothAsset* InClothAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SetClothAsset");

	Params::ChaosClothComponent_SetClothAsset Parms{};

	Parms.InClothAsset = InClothAsset;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SetCollideWithEnvironment
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bCollide                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::SetCollideWithEnvironment(bool bCollide)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SetCollideWithEnvironment");

	Params::ChaosClothComponent_SetCollideWithEnvironment Parms{};

	Parms.bCollide = bCollide;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SetEnableSimulation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::SetEnableSimulation(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SetEnableSimulation");

	Params::ChaosClothComponent_SetEnableSimulation Parms{};

	Parms.bEnable = bEnable;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SetSimulateInEditor
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const bool                              bNewSimulateState                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::SetSimulateInEditor(const bool bNewSimulateState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SetSimulateInEditor");

	Params::ChaosClothComponent_SetSimulateInEditor Parms{};

	Parms.bNewSimulateState = bNewSimulateState;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SetTeleportDistanceThreshold
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Threshold                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::SetTeleportDistanceThreshold(float Threshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SetTeleportDistanceThreshold");

	Params::ChaosClothComponent_SetTeleportDistanceThreshold Parms{};

	Parms.Threshold = Threshold;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SetTeleportRotationThreshold
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Threshold                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothComponent::SetTeleportRotationThreshold(float Threshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SetTeleportRotationThreshold");

	Params::ChaosClothComponent_SetTeleportRotationThreshold Parms{};

	Parms.Threshold = Threshold;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.SuspendSimulation
// (Final, Native, Public, BlueprintCallable)

void UChaosClothComponent::SuspendSimulation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "SuspendSimulation");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.GetAsset
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UChaosClothAssetBase*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UChaosClothAssetBase* UChaosClothComponent::GetAsset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "GetAsset");

	Params::ChaosClothComponent_GetAsset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.GetClothAsset
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UChaosClothAsset*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UChaosClothAsset* UChaosClothComponent::GetClothAsset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "GetClothAsset");

	Params::ChaosClothComponent_GetClothAsset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.GetCollideWithEnvironment
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UChaosClothComponent::GetCollideWithEnvironment() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "GetCollideWithEnvironment");

	Params::ChaosClothComponent_GetCollideWithEnvironment Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.GetTeleportDistanceThreshold
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UChaosClothComponent::GetTeleportDistanceThreshold() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "GetTeleportDistanceThreshold");

	Params::ChaosClothComponent_GetTeleportDistanceThreshold Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.GetTeleportRotationThreshold
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UChaosClothComponent::GetTeleportRotationThreshold() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "GetTeleportRotationThreshold");

	Params::ChaosClothComponent_GetTeleportRotationThreshold Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.IsSimulationEnabled
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UChaosClothComponent::IsSimulationEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "IsSimulationEnabled");

	Params::ChaosClothComponent_IsSimulationEnabled Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothComponent.IsSimulationSuspended
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UChaosClothComponent::IsSimulationSuspended() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothComponent", "IsSimulationSuspended");

	Params::ChaosClothComponent_IsSimulationSuspended Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetBase.SetOverlayMaterial
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*               NewOverlayMaterial                                     (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetBase::SetOverlayMaterial(class UMaterialInterface* NewOverlayMaterial)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetBase", "SetOverlayMaterial");

	Params::ChaosClothAssetBase_SetOverlayMaterial Parms{};

	Parms.NewOverlayMaterial = NewOverlayMaterial;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetBase.SetOverlayMaterialMaxDrawDistance
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InMaxDrawDistance                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetBase::SetOverlayMaterialMaxDrawDistance(float InMaxDrawDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetBase", "SetOverlayMaterialMaxDrawDistance");

	Params::ChaosClothAssetBase_SetOverlayMaterialMaxDrawDistance Parms{};

	Parms.InMaxDrawDistance = InMaxDrawDistance;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetBase.GetOverlayMaterial
// (RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UMaterialInterface*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInterface* UChaosClothAssetBase::GetOverlayMaterial() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetBase", "GetOverlayMaterial");

	Params::ChaosClothAssetBase_GetOverlayMaterial Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetBase.GetOverlayMaterialMaxDrawDistance
// (RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UChaosClothAssetBase::GetOverlayMaterialMaxDrawDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetBase", "GetOverlayMaterialMaxDrawDistance");

	Params::ChaosClothAssetBase_GetOverlayMaterialMaxDrawDistance Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetBase.GetShadowPhysicsAsset
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPhysicsAsset*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UPhysicsAsset* UChaosClothAssetBase::GetShadowPhysicsAsset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetBase", "GetShadowPhysicsAsset");

	Params::ChaosClothAssetBase_GetShadowPhysicsAsset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.SetFloatValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetInteractor::SetFloatValue(const class FString& PropertyName, int32 LODIndex, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "SetFloatValue");

	Params::ChaosClothAssetInteractor_SetFloatValue Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.SetHighFloatValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetInteractor::SetHighFloatValue(const class FString& PropertyName, int32 LODIndex, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "SetHighFloatValue");

	Params::ChaosClothAssetInteractor_SetHighFloatValue Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.SetIntValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetInteractor::SetIntValue(const class FString& PropertyName, int32 LODIndex, int32 Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "SetIntValue");

	Params::ChaosClothAssetInteractor_SetIntValue Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.SetLowFloatValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetInteractor::SetLowFloatValue(const class FString& PropertyName, int32 LODIndex, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "SetLowFloatValue");

	Params::ChaosClothAssetInteractor_SetLowFloatValue Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.SetStringValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString&                    Value                                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetInteractor::SetStringValue(const class FString& PropertyName, int32 LODIndex, const class FString& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "SetStringValue");

	Params::ChaosClothAssetInteractor_SetStringValue Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.SetVectorValue
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector&                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetInteractor::SetVectorValue(const class FString& PropertyName, int32 LODIndex, const struct FVector& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "SetVectorValue");

	Params::ChaosClothAssetInteractor_SetVectorValue Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.SetWeightedFloatValue
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D&                 Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UChaosClothAssetInteractor::SetWeightedFloatValue(const class FString& PropertyName, int32 LODIndex, const struct FVector2D& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "SetWeightedFloatValue");

	Params::ChaosClothAssetInteractor_SetWeightedFloatValue Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetAllProperties
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FString> UChaosClothAssetInteractor::GetAllProperties(int32 LODIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetAllProperties");

	Params::ChaosClothAssetInteractor_GetAllProperties Parms{};

	Parms.LODIndex = LODIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetFloatValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DefaultValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UChaosClothAssetInteractor::GetFloatValue(const class FString& PropertyName, int32 LODIndex, float DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetFloatValue");

	Params::ChaosClothAssetInteractor_GetFloatValue Parms{};

	Parms.PropertyName = std::move(PropertyName);
	Parms.LODIndex = LODIndex;
	Parms.DefaultValue = DefaultValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetHighFloatValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DefaultValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UChaosClothAssetInteractor::GetHighFloatValue(const class FString& PropertyName, int32 LODIndex, float DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetHighFloatValue");

	Params::ChaosClothAssetInteractor_GetHighFloatValue Parms{};

	Parms.PropertyName = std::move(PropertyName);
	Parms.LODIndex = LODIndex;
	Parms.DefaultValue = DefaultValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetIntValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefaultValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UChaosClothAssetInteractor::GetIntValue(const class FString& PropertyName, int32 LODIndex, int32 DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetIntValue");

	Params::ChaosClothAssetInteractor_GetIntValue Parms{};

	Parms.PropertyName = std::move(PropertyName);
	Parms.LODIndex = LODIndex;
	Parms.DefaultValue = DefaultValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetLowFloatValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DefaultValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UChaosClothAssetInteractor::GetLowFloatValue(const class FString& PropertyName, int32 LODIndex, float DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetLowFloatValue");

	Params::ChaosClothAssetInteractor_GetLowFloatValue Parms{};

	Parms.PropertyName = std::move(PropertyName);
	Parms.LODIndex = LODIndex;
	Parms.DefaultValue = DefaultValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetStringValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString&                    DefaultValue                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UChaosClothAssetInteractor::GetStringValue(const class FString& PropertyName, int32 LODIndex, const class FString& DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetStringValue");

	Params::ChaosClothAssetInteractor_GetStringValue Parms{};

	Parms.PropertyName = std::move(PropertyName);
	Parms.LODIndex = LODIndex;
	Parms.DefaultValue = std::move(DefaultValue);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetVectorValue
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector&                   DefaultValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UChaosClothAssetInteractor::GetVectorValue(const class FString& PropertyName, int32 LODIndex, const struct FVector& DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetVectorValue");

	Params::ChaosClothAssetInteractor_GetVectorValue Parms{};

	Parms.PropertyName = std::move(PropertyName);
	Parms.LODIndex = LODIndex;
	Parms.DefaultValue = std::move(DefaultValue);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function ChaosClothAssetEngine.ChaosClothAssetInteractor.GetWeightedFloatValue
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString&                    PropertyName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LODIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D&                 DefaultValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector2D                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector2D UChaosClothAssetInteractor::GetWeightedFloatValue(const class FString& PropertyName, int32 LODIndex, const struct FVector2D& DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ChaosClothAssetInteractor", "GetWeightedFloatValue");

	Params::ChaosClothAssetInteractor_GetWeightedFloatValue Parms{};

	Parms.PropertyName = std::move(PropertyName);
	Parms.LODIndex = LODIndex;
	Parms.DefaultValue = std::move(DefaultValue);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


SDK_NAMESPACE_END
