#pragma once

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

// Package: GCN_GM_Vortex_Activate

#include "Basic.hpp"

#include "GCN_GM_Vortex_Activate_classes.hpp"
#include "GCN_GM_Vortex_Activate_parameters.hpp"


namespace SDK
{

// Function GCN_GM_Vortex_Activate.GCN_GM_Vortex_Activate_C.ExecuteUbergraph_GCN_GM_Vortex_Activate
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGCN_GM_Vortex_Activate_C::ExecuteUbergraph_GCN_GM_Vortex_Activate(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GCN_GM_Vortex_Activate_C", "ExecuteUbergraph_GCN_GM_Vortex_Activate");

	Params::GCN_GM_Vortex_Activate_C_ExecuteUbergraph_GCN_GM_Vortex_Activate Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function GCN_GM_Vortex_Activate.GCN_GM_Vortex_Activate_C.K2_HandleGameplayCue
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor*                           MyTarget                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EGameplayCueEvent                       EventType                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)

void AGCN_GM_Vortex_Activate_C::K2_HandleGameplayCue(class AActor* MyTarget, EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GCN_GM_Vortex_Activate_C", "K2_HandleGameplayCue");

	Params::GCN_GM_Vortex_Activate_C_K2_HandleGameplayCue Parms{};

	Parms.MyTarget = MyTarget;
	Parms.EventType = EventType;
	Parms.Parameters = std::move(Parameters);

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


// Function GCN_GM_Vortex_Activate.GCN_GM_Vortex_Activate_C.Timeline_0__UpdateFunc
// (BlueprintEvent)

void AGCN_GM_Vortex_Activate_C::Timeline_0__UpdateFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GCN_GM_Vortex_Activate_C", "Timeline_0__UpdateFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function GCN_GM_Vortex_Activate.GCN_GM_Vortex_Activate_C.Timeline_0__FinishedFunc
// (BlueprintEvent)

void AGCN_GM_Vortex_Activate_C::Timeline_0__FinishedFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GCN_GM_Vortex_Activate_C", "Timeline_0__FinishedFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function GCN_GM_Vortex_Activate.GCN_GM_Vortex_Activate_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)

void AGCN_GM_Vortex_Activate_C::UserConstructionScript()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GCN_GM_Vortex_Activate_C", "UserConstructionScript");

	UObject::ProcessEvent(Func, nullptr);
}


// Function GCN_GM_Vortex_Activate.GCN_GM_Vortex_Activate_C.OnExecute
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           MyTarget                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)

bool AGCN_GM_Vortex_Activate_C::OnExecute(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GCN_GM_Vortex_Activate_C", "OnExecute");

	Params::GCN_GM_Vortex_Activate_C_OnExecute Parms{};

	Parms.MyTarget = MyTarget;
	Parms.Parameters = std::move(Parameters);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}

}

