#pragma once

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

// Package: BP_GameState_cLeon

#include "Basic.hpp"

#include "BP_GameState_cLeon_classes.hpp"
#include "BP_GameState_cLeon_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_GameState_cLeon.BP_GameState_cLeon_C.Winner
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_Online_C*WinnerPlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::Winner(class ABP_FirstPersonPlayerState_Online_C* WinnerPlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "Winner");

	Params::BP_GameState_cLeon_C_Winner Parms{};

	Parms.WinnerPlayerState = WinnerPlayerState;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.UpdateSend
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::UpdateSend()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "UpdateSend");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.UpdateRanking
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::UpdateRanking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "UpdateRanking");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.UpdateBulletWidget
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   Current                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::UpdateBulletWidget(int32 Current)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "UpdateBulletWidget");

	Params::BP_GameState_cLeon_C_UpdateBulletWidget Parms{};

	Parms.Current = Current;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SyncRankning(Client)
// (Net, NetMulticast, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>&PlayerStates                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const TArray<int32>&                    NewPoints                                              (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// int32                                   UpdateTime                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::SyncRankning_Client_(const TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>& PlayerStates, const TArray<int32>& NewPoints, int32 UpdateTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SyncRankning(Client)");

	Params::BP_GameState_cLeon_C_SyncRankning_Client_ Parms{};

	Parms.PlayerStates = std::move(PlayerStates);
	Parms.NewPoints = std::move(NewPoints);
	Parms.UpdateTime = UpdateTime;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SyncRanking(Server)
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::SyncRanking_Server_()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SyncRanking(Server)");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ShowPopup(Local)
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   PopupIndex                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::ShowPopup_Local_(int32 PopupIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ShowPopup(Local)");

	Params::BP_GameState_cLeon_C_ShowPopup_Local_ Parms{};

	Parms.PopupIndex = PopupIndex;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ShowPopup(Client)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   PopupIndex                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::ShowPopup_Client_(int32 PopupIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ShowPopup(Client)");

	Params::BP_GameState_cLeon_C_ShowPopup_Client_ Parms{};

	Parms.PopupIndex = PopupIndex;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ShowPointAddPopup
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_Online_cLeon_C*TargetPlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonPlayerState_Online_cLeon_C*SourcePlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32                                   Point                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::ShowPointAddPopup(class ABP_FirstPersonPlayerState_Online_cLeon_C* TargetPlayerState, class ABP_FirstPersonPlayerState_Online_cLeon_C* SourcePlayerState, int32 Point)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ShowPointAddPopup");

	Params::BP_GameState_cLeon_C_ShowPointAddPopup Parms{};

	Parms.TargetPlayerState = TargetPlayerState;
	Parms.SourcePlayerState = SourcePlayerState;
	Parms.Point = Point;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ShowDeathWidget
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class APlayerState*                     TargetPlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::ShowDeathWidget(class APlayerState* TargetPlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ShowDeathWidget");

	Params::BP_GameState_cLeon_C_ShowDeathWidget Parms{};

	Parms.TargetPlayerState = TargetPlayerState;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ShowAllSurvivors
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::ShowAllSurvivors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ShowAllSurvivors");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SetTimerTextIndex
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   TimerTextIndex                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::SetTimerTextIndex(int32 TimerTextIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SetTimerTextIndex");

	Params::BP_GameState_cLeon_C_SetTimerTextIndex Parms{};

	Parms.TimerTextIndex = TimerTextIndex;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SetTimerNumber
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   TimerNumber                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::SetTimerNumber(int32 TimerNumber)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SetTimerNumber");

	Params::BP_GameState_cLeon_C_SetTimerNumber Parms{};

	Parms.TimerNumber = TimerNumber;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SetSyncRankingLoopState
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::SetSyncRankingLoopState(bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SetSyncRankingLoopState");

	Params::BP_GameState_cLeon_C_SetSyncRankingLoopState Parms{};

	Parms.State = State;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SetMaxTimerTime
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   MaxTimerTime                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::SetMaxTimerTime(int32 MaxTimerTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SetMaxTimerTime");

	Params::BP_GameState_cLeon_C_SetMaxTimerTime Parms{};

	Parms.MaxTimerTime = MaxTimerTime;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SetCopyTarget
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::SetCopyTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SetCopyTarget");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.SetChickenAlpha
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::SetChickenAlpha()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "SetChickenAlpha");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.RankingWidgetUpdate
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsShow                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::RankingWidgetUpdate(bool IsShow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "RankingWidgetUpdate");

	Params::BP_GameState_cLeon_C_RankingWidgetUpdate Parms{};

	Parms.IsShow = IsShow;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.PlayTeleportMovie
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::PlayTeleportMovie()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "PlayTeleportMovie");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_TimerTextIndex
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_TimerTextIndex()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_TimerTextIndex");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_TimerNumber
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_TimerNumber()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_TimerNumber");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_NeedModId
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_NeedModId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_NeedModId");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_MainGamePhase
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_MainGamePhase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_MainGamePhase");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_LiveSurvivors_PlayerState
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_LiveSurvivors_PlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_LiveSurvivors_PlayerState");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_JoinPlayerState
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_JoinPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_JoinPlayerState");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_HuntersPlayerState
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_HuntersPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_HuntersPlayerState");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_GameMode
// (BlueprintCallable, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_Filter_Mosaic
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_Filter_Mosaic()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_Filter_Mosaic");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_Filter_Monochrome
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_Filter_Monochrome()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_Filter_Monochrome");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_Filter_Horror
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_Filter_Horror()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_Filter_Horror");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_CurrentPreviewMapData
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_CurrentPreviewMapData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_CurrentPreviewMapData");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.OnRep_ChickenSearchTarget
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::OnRep_ChickenSearchTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "OnRep_ChickenSearchTarget");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ModStateUpdate
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::ModStateUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ModStateUpdate");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ModDownloadWait
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::ModDownloadWait()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ModDownloadWait");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.MaxPlayerChange
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   Current                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   max_0                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::MaxPlayerChange(int32 Current, int32 max_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "MaxPlayerChange");

	Params::BP_GameState_cLeon_C_MaxPlayerChange Parms{};

	Parms.Current = Current;
	Parms.max_0 = max_0;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.KillLog
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_Online_cLeon_C*HunterPlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_FirstPersonPlayerState_Online_cLeon_C*SurvivorPlayerState                                    (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::KillLog(class ABP_FirstPersonPlayerState_Online_cLeon_C* HunterPlayerState, class ABP_FirstPersonPlayerState_Online_cLeon_C* SurvivorPlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "KillLog");

	Params::BP_GameState_cLeon_C_KillLog Parms{};

	Parms.HunterPlayerState = HunterPlayerState;
	Parms.SurvivorPlayerState = SurvivorPlayerState;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.IsLivePlayerState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class ABP_FirstPersonPlayerState_Online_cLeon_C*&ItemToFind                                             (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
// bool*                                   IsLive                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::IsLivePlayerState(const class ABP_FirstPersonPlayerState_Online_cLeon_C*& ItemToFind, bool* IsLive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "IsLivePlayerState");

	Params::BP_GameState_cLeon_C_IsLivePlayerState Parms{};

	Parms.ItemToFind = ItemToFind;

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.InitPlayerState
// (Public, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::InitPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "InitPlayerState");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.GetDoubleRanking
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TMap<class ABP_FirstPersonCharacter_cLeon_Character_Hunter_C*, int32>*ReturnMap                                              (Parm, OutParm)

void ABP_GameState_cLeon_C::GetDoubleRanking(TMap<class ABP_FirstPersonCharacter_cLeon_Character_Hunter_C*, int32>* ReturnMap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "GetDoubleRanking");

	Params::BP_GameState_cLeon_C_GetDoubleRanking Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.GetAllMapDatas
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// TArray<struct FST_cLeonMapData>*        ReturnMapArray                                         (Parm, OutParm)

void ABP_GameState_cLeon_C::GetAllMapDatas(TArray<struct FST_cLeonMapData>* ReturnMapArray)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "GetAllMapDatas");

	Params::BP_GameState_cLeon_C_GetAllMapDatas Parms{};

	UObject::ProcessEvent(Func, &Parms);

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.GameEndSurvivorStop
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::GameEndSurvivorStop()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "GameEndSurvivorStop");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ForceStart
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::ForceStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ForceStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ForceModeWidgetReset
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::ForceModeWidgetReset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ForceModeWidgetReset");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.FocusChicken
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::FocusChicken()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "FocusChicken");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ExecuteUbergraph_BP_GameState_cLeon
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_GameState_cLeon_C::ExecuteUbergraph_BP_GameState_cLeon(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ExecuteUbergraph_BP_GameState_cLeon");

	Params::BP_GameState_cLeon_C_ExecuteUbergraph_BP_GameState_cLeon Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.EEYAN_Activate
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::EEYAN_Activate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "EEYAN_Activate");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.CountUIReset
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::CountUIReset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "CountUIReset");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.Complete
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::Complete()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "Complete");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.ClearWatchRanking
// (BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::ClearWatchRanking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "ClearWatchRanking");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.BodyTypeSelectWidget
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::BodyTypeSelectWidget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "BodyTypeSelectWidget");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.AllHunterStencilOff
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)

void ABP_GameState_cLeon_C::AllHunterStencilOff()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "AllHunterStencilOff");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.AddToViewDatas
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_Online_cLeon_C*SourcePlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>&PlayerStates                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const TArray<int32>&                    Points                                                 (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)

void ABP_GameState_cLeon_C::AddToViewDatas(class ABP_FirstPersonPlayerState_Online_cLeon_C* SourcePlayerState, const TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>& PlayerStates, const TArray<int32>& Points)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "AddToViewDatas");

	Params::BP_GameState_cLeon_C_AddToViewDatas Parms{};

	Parms.SourcePlayerState = SourcePlayerState;
	Parms.PlayerStates = std::move(PlayerStates);
	Parms.Points = std::move(Points);

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


// Function BP_GameState_cLeon.BP_GameState_cLeon_C.AddToViewDataForce
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonPlayerState_Online_cLeon_C*SourcePlayerState                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>&PlayerStates                                           (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const TArray<int32>&                    Points                                                 (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)

void ABP_GameState_cLeon_C::AddToViewDataForce(class ABP_FirstPersonPlayerState_Online_cLeon_C* SourcePlayerState, const TArray<class ABP_FirstPersonPlayerState_Online_cLeon_C*>& PlayerStates, const TArray<int32>& Points)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_GameState_cLeon_C", "AddToViewDataForce");

	Params::BP_GameState_cLeon_C_AddToViewDataForce Parms{};

	Parms.SourcePlayerState = SourcePlayerState;
	Parms.PlayerStates = std::move(PlayerStates);
	Parms.Points = std::move(Points);

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


SDK_NAMESPACE_END
