#pragma once

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

// Package: BP_GameMode_cLeon

#include "Basic.hpp"

#include "BP_GameMode_cLeon_classes.hpp"
#include "BP_GameMode_cLeon_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.WinnerCheck
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::WinnerCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "WinnerCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.TimerMinusChickenPhase_3
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::TimerMinusChickenPhase_3()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "TimerMinusChickenPhase_3");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.TimerMinusChickenPhase_2
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::TimerMinusChickenPhase_2()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "TimerMinusChickenPhase_2");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.TimerMinusChickenPhase_1
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::TimerMinusChickenPhase_1()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "TimerMinusChickenPhase_1");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.TimerMinus
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::TimerMinus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "TimerMinus");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.TeleportLobby
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::TeleportLobby()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "TeleportLobby");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.TeleportHunter
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::TeleportHunter()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "TeleportHunter");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SurvivorToHunter
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_PlayerController_cLeon_C*     TargetController                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::SurvivorToHunter(class ABP_PlayerController_cLeon_C* TargetController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SurvivorToHunter");

	Params::BP_GameMode_cLeon_C_SurvivorToHunter Parms{};

	Parms.TargetController = TargetController;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.StartGameCheck
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::StartGameCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "StartGameCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.StartCheckAnswers
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsHunterWin                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::StartCheckAnswers(bool IsHunterWin)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "StartCheckAnswers");

	Params::BP_GameMode_cLeon_C_StartCheckAnswers Parms{};

	Parms.IsHunterWin = IsHunterWin;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetRole(Double)
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::SetRole_Double_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetRole(Double)");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetRole(Basic)
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::SetRole_Basic_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetRole(Basic)");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetMaxHunterNum
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   MaxHunterNum                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::SetMaxHunterNum(int32 MaxHunterNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetMaxHunterNum");

	Params::BP_GameMode_cLeon_C_SetMaxHunterNum Parms{};

	Parms.MaxHunterNum = MaxHunterNum;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetMapIndex
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   MapIndex                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::SetMapIndex(int32 MapIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetMapIndex");

	Params::BP_GameMode_cLeon_C_SetMapIndex Parms{};

	Parms.MapIndex = MapIndex;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetHunterWaitTime
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   HunterWaitTime                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::SetHunterWaitTime(int32 HunterWaitTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetHunterWaitTime");

	Params::BP_GameMode_cLeon_C_SetHunterWaitTime Parms{};

	Parms.HunterWaitTime = HunterWaitTime;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetGameTime
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   TimerDefault                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::SetGameTime(int32 TimerDefault)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetGameTime");

	Params::BP_GameMode_cLeon_C_SetGameTime Parms{};

	Parms.TimerDefault = TimerDefault;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetGameModeIndex
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   GameModeIndex                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::SetGameModeIndex(int32 GameModeIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetGameModeIndex");

	Params::BP_GameMode_cLeon_C_SetGameModeIndex Parms{};

	Parms.GameModeIndex = GameModeIndex;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetFoundTarget
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::SetFoundTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetFoundTarget");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.SetCheckAnswersTime
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   CheckAnswersTime                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::SetCheckAnswersTime(int32 CheckAnswersTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "SetCheckAnswersTime");

	Params::BP_GameMode_cLeon_C_SetCheckAnswersTime Parms{};

	Parms.CheckAnswersTime = CheckAnswersTime;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.RoleTeleportSurvivor
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    BodyVisibility                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::RoleTeleportSurvivor(bool BodyVisibility)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "RoleTeleportSurvivor");

	Params::BP_GameMode_cLeon_C_RoleTeleportSurvivor Parms{};

	Parms.BodyVisibility = BodyVisibility;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.RoleTeleportDouble_2
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::RoleTeleportDouble_2()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "RoleTeleportDouble_2");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.RoleTeleportDouble_1
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::RoleTeleportDouble_1()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "RoleTeleportDouble_1");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.RemoveGamePlayer
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsLogout                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController*                      Controller                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::RemoveGamePlayer(bool IsLogout, class AController* Controller)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "RemoveGamePlayer");

	Params::BP_GameMode_cLeon_C_RemoveGamePlayer Parms{};

	Parms.IsLogout = IsLogout;
	Parms.Controller = Controller;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ModComplete
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::ModComplete()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "ModComplete");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.KillPlayer
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_cLeon_Character_C*FirstpersonCharacter                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonPlayerState_Online_cLeon_C*SourcePlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::KillPlayer(class ABP_FirstPersonCharacter_cLeon_Character_C* FirstpersonCharacter, class ABP_FirstPersonPlayerState_Online_cLeon_C* SourcePlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "KillPlayer");

	Params::BP_GameMode_cLeon_C_KillPlayer Parms{};

	Parms.FirstpersonCharacter = FirstpersonCharacter;
	Parms.SourcePlayerState = SourcePlayerState;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.K2_PostLogin
// (Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*                NewPlayer_K2_PostLogin                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::K2_PostLogin(class APlayerController* NewPlayer_K2_PostLogin)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "K2_PostLogin");

	Params::BP_GameMode_cLeon_C_K2_PostLogin Parms{};

	Parms.NewPlayer_K2_PostLogin = NewPlayer_K2_PostLogin;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.K2_OnRestartPlayer
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*                      NewPlayer_K2_OnRestartPlayer                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::K2_OnRestartPlayer(class AController* NewPlayer_K2_OnRestartPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "K2_OnRestartPlayer");

	Params::BP_GameMode_cLeon_C_K2_OnRestartPlayer Parms{};

	Parms.NewPlayer_K2_OnRestartPlayer = NewPlayer_K2_OnRestartPlayer;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.K2_OnLogout
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*                      ExitingController_K2_OnLogout                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::K2_OnLogout(class AController* ExitingController_K2_OnLogout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "K2_OnLogout");

	Params::BP_GameMode_cLeon_C_K2_OnLogout Parms{};

	Parms.ExitingController_K2_OnLogout = ExitingController_K2_OnLogout;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.IsEndGame
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::IsEndGame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "IsEndGame");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.HunterWaitTimerMinus
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::HunterWaitTimerMinus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "HunterWaitTimerMinus");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetRandomLiveSurvivor
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_cLeon_Character_Survivor_C**SearchTargetSurvivor                                   (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetRandomLiveSurvivor(class ABP_FirstPersonCharacter_cLeon_Character_Survivor_C** SearchTargetSurvivor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetRandomLiveSurvivor");

	Params::BP_GameMode_cLeon_C_GetRandomLiveSurvivor Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetMaxHunterNum
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32*                                  MaxHunterNum                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetMaxHunterNum(int32* MaxHunterNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetMaxHunterNum");

	Params::BP_GameMode_cLeon_C_GetMaxHunterNum Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetMaxBulletNum
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32*                                  MaxBulletValue                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetMaxBulletNum(int32* MaxBulletValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetMaxBulletNum");

	Params::BP_GameMode_cLeon_C_GetMaxBulletNum Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetMapIndex
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32*                                  SelectMapIndex                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_cLeonMapData_C**              SelectMapDatas                                         (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32*                                  GameMapIndex                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_cLeonMapData_C**              GameMapDatas                                           (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetMapIndex(int32* SelectMapIndex, class UBP_cLeonMapData_C** SelectMapDatas, int32* GameMapIndex, class UBP_cLeonMapData_C** GameMapDatas)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetMapIndex");

	Params::BP_GameMode_cLeon_C_GetMapIndex Parms{};

	UObject::ProcessEvent(Func, &Parms);

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

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

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

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetHunterWaitTime
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32*                                  HunterWaitTime                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetHunterWaitTime(int32* HunterWaitTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetHunterWaitTime");

	Params::BP_GameMode_cLeon_C_GetHunterWaitTime Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetGameTime
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32*                                  TimerDefault                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetGameTime(int32* TimerDefault)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetGameTime");

	Params::BP_GameMode_cLeon_C_GetGameTime Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetGameModeIndex
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32*                                  GameModeIndex                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetGameModeIndex(int32* GameModeIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetGameModeIndex");

	Params::BP_GameMode_cLeon_C_GetGameModeIndex Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetDoubleWinnerPlayer
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_cLeon_Character_Hunter_C**WinnerPlayerActor                                      (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetDoubleWinnerPlayer(class ABP_FirstPersonCharacter_cLeon_Character_Hunter_C** WinnerPlayerActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetDoubleWinnerPlayer");

	Params::BP_GameMode_cLeon_C_GetDoubleWinnerPlayer Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetChickenWinnerPlayer
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_Online_cLeon_C**WinnerPlayerState                                      (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetChickenWinnerPlayer(class ABP_FirstPersonPlayerState_Online_cLeon_C** WinnerPlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetChickenWinnerPlayer");

	Params::BP_GameMode_cLeon_C_GetChickenWinnerPlayer Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GetCheckAnswersTime
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32*                                  CheckAnswersTime                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GetCheckAnswersTime(int32* CheckAnswersTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GetCheckAnswersTime");

	Params::BP_GameMode_cLeon_C_GetCheckAnswersTime Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GameTimerClear
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::GameTimerClear()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GameTimerClear");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GameStateCheck
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool*                                   IsGameEnd                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName*                            WinnerRole                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::GameStateCheck(bool* IsGameEnd, class FName* WinnerRole)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GameStateCheck");

	Params::BP_GameMode_cLeon_C_GameStateCheck Parms{};

	UObject::ProcessEvent(Func, &Parms);

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

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GameStartWait
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::GameStartWait()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GameStartWait");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GameStart
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::GameStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GameStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GameEndCheck
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::GameEndCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GameEndCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.GameEnd
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::GameEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "GameEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ExecuteUbergraph_BP_GameMode_cLeon
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::ExecuteUbergraph_BP_GameMode_cLeon(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "ExecuteUbergraph_BP_GameMode_cLeon");

	Params::BP_GameMode_cLeon_C_ExecuteUbergraph_BP_GameMode_cLeon Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.CountDownStart
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::CountDownStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "CountDownStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ControllerArrayToPlayerState
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<class ABP_PlayerController_cLeon_C*>&PlayerController                                       (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>*PlayerStateArray                                       (Parm, OutParm)

void ABP_GameMode_cLeon_C::ControllerArrayToPlayerState(TArray<class ABP_PlayerController_cLeon_C*>& PlayerController, TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>* PlayerStateArray)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "ControllerArrayToPlayerState");

	Params::BP_GameMode_cLeon_C_ControllerArrayToPlayerState Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

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

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ChickenTeleport_GotoMap
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::ChickenTeleport_GotoMap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "ChickenTeleport_GotoMap");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ChickenTeleport_BackHome
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::ChickenTeleport_BackHome()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "ChickenTeleport_BackHome");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ChickenSearchStop
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::ChickenSearchStop()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "ChickenSearchStop");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.CheckAnswerTimeMinus
// (BlueprintCallable, BlueprintEvent)

void ABP_GameMode_cLeon_C::CheckAnswerTimeMinus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "CheckAnswerTimeMinus");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.ChangeSpectateBody(Chicken)
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    KeepBody                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::ChangeSpectateBody_Chicken_(bool KeepBody)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "ChangeSpectateBody(Chicken)");

	Params::BP_GameMode_cLeon_C_ChangeSpectateBody_Chicken_ Parms{};

	Parms.KeepBody = KeepBody;

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


// Function BP_GameMode_cLeon.BP_GameMode_cLeon_C.BodyChange
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// EN_cLeonBodyType                        TargetBody                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_PlayerController_cLeon_C*     TargetController                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                OverrideSpawnTransform                                 (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    KeepBody                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    BodyVisibility                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonCharacter_cLeon_Character_C**CreateCharacter                                        (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameMode_cLeon_C::BodyChange(EN_cLeonBodyType TargetBody, class ABP_PlayerController_cLeon_C* TargetController, const struct FTransform& OverrideSpawnTransform, bool KeepBody, bool BodyVisibility, class ABP_FirstPersonCharacter_cLeon_Character_C** CreateCharacter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameMode_cLeon_C", "BodyChange");

	Params::BP_GameMode_cLeon_C_BodyChange Parms{};

	Parms.TargetBody = TargetBody;
	Parms.TargetController = TargetController;
	Parms.OverrideSpawnTransform = std::move(OverrideSpawnTransform);
	Parms.KeepBody = KeepBody;
	Parms.BodyVisibility = BodyVisibility;

	UObject::ProcessEvent(Func, &Parms);

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


SDK_NAMESPACE_END
